# spell

name: Magic Vestment
altname: magic vestment
school: Transmutation
subschool: None
descriptor: None
spellcraft_dc: None
level: Cleric 3, Strength 3, War 3
components: V, S, DF
casting_time: 1 standard action
range: Touch
target: Armor or shield touched
area: None
effect: None
duration: 1 hour/level
saving_throw: Will negates (harmless, object)
spell_resistance: Yes (harmless, object)
short_description: Armor or shield gains +1 enhancement per four levels.
to_develop: None
material_components: None
arcane_material_components: None
focus: None
xp_cost: None
arcane_focus: None
wizard_focus: None
verbal_components: None
sorcerer_focus: None
bard_focus: None
cleric_focus: None
druid_focus: None
reference: SRD 3.5 SpellsM-O
description:
      <p>You imbue a suit of armor or a shield with an enhancement bonus of +1 per four caster levels (maximum +5 at 20th level).</p>
      <p>An outfit of regular clothing counts as armor that grants no AC bonus for the purpose of this spell.</p>
      <p/>
    

full_text:
      <div topic='Magic Vestment' level='5'><p><h5>Magic Vestment</h5></p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'><tr maxcol='3' curcol='3'><td width='25%'/><td>Transmutation<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:</b><br/></td><td>Cleric 3, Strength 3, War 3<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:</b><br/></td><td>V, S, DF<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:</b><br/></td><td>1 standard action<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:</b><br/></td><td>Touch<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Target:</b><br/></td><td>Armor or shield touched<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:</b><br/></td><td>1 hour/level<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:</b><br/></td><td>Will negates (harmless, object)<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:</b><br/></td><td>Yes (harmless, object)<br/></td></tr></table><p>You imbue a suit of armor or a shield with an enhancement bonus of +1 per four caster levels (maximum +5 at 20th level).</p><p>An outfit of regular clothing counts as armor that grants no AC bonus for the purpose of this spell.</p><p/>
</div>
    


name: Magic Weapon
altname: magic weapon
school: Transmutation
subschool: None
descriptor: None
spellcraft_dc: None
level: Cleric 1, Paladin 1, Sorcerer/Wizard 1, War 1
components: V, S, DF
casting_time: 1 standard action
range: Touch
target: Weapon touched
area: None
effect: None
duration: 1 min./level
saving_throw: Will negates (harmless, object)
spell_resistance: Yes (harmless, object)
short_description: Weapon gains +1 bonus.
to_develop: None
material_components: None
arcane_material_components: None
focus: None
xp_cost: None
arcane_focus: None
wizard_focus: None
verbal_components: None
sorcerer_focus: None
bard_focus: None
cleric_focus: None
druid_focus: None
reference: SRD 3.5 SpellsM-O
description:
      <p><i>Magic weapon</i> gives a weapon a +1 enhancement bonus on attack and damage rolls. (An enhancement bonus does not stack with a masterwork weapon's +1 bonus on attack rolls.)</p>
      <p>You can't cast this spell on a natural weapon, such as an unarmed strike (instead, see <i>magic fang</i>). A monk's unarmed strike is considered a weapon, and thus it can be enhanced by this spell.</p>
      <p/>
    

full_text:
      <div topic='Magic Weapon' level='5'><p><h5>Magic Weapon</h5></p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'><tr maxcol='3' curcol='3'><td width='25%'/><td>Transmutation<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:</b><br/></td><td>Cleric 1, Paladin 1, Sorcerer/Wizard 1, War 1<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:</b><br/></td><td>V, S, DF<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:</b><br/></td><td>1 standard action<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:</b><br/></td><td>Touch<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Target:</b><br/></td><td>Weapon touched<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:</b><br/></td><td>1 min./level<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:</b><br/></td><td>Will negates (harmless, object)<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:</b><br/></td><td>Yes (harmless, object)<br/></td></tr></table><p><i>Magic weapon</i> gives a weapon a +1 enhancement bonus on attack and damage rolls. (An enhancement bonus does not stack with a masterwork weapon's +1 bonus on attack rolls.)</p><p>You can't cast this spell on a natural weapon, such as an unarmed strike (instead, see <i>magic fang</i>). A monk's unarmed strike is considered a weapon, and thus it can be enhanced by this spell.</p><p/>
</div>
    


name: Magic Weapon, Greater
altname: greater magic weapon
school: Transmutation
subschool: None
descriptor: None
spellcraft_dc: None
level: Cleric 4, Paladin 3, Sorcerer/Wizard 3
components: V, S, M/DF
casting_time: 1 standard action
range: Close (25 ft. + 5 ft./2 levels)
area: None
effect: None
duration: 1 hour/level
saving_throw: Will negates (harmless, object)
spell_resistance: Yes (harmless, object)
short_description: +1/four levels (max +5).
to_develop: None
material_components: None
arcane_material_components: Powdered lime and carbon.
focus: None
xp_cost: None
arcane_focus: None
wizard_focus: None
verbal_components: None
sorcerer_focus: None
bard_focus: None
cleric_focus: None
druid_focus: None
reference: SRD 3.5 SpellsM-O
target:
One weapon or fifty projectiles (all of which must be in contact with each other at the time of casting)

description:
      <p>This spell functions like <i>magic weapon</i>,  except that it gives a weapon an enhancement bonus on attack and damage rolls of +1 per four caster levels (maximum +5).</p>
      <p>Alternatively, you can affect as many as fifty arrows, bolts, or bullets. The projectiles must be of the same kind, and they have to be together (in the same quiver or other container). Projectiles, but not thrown weapons, lose their transmutation when used. (Treat shuriken as projectiles, rather than as thrown weapons, for the purpose of this spell.)</p>
      <p/>
    

full_text:
      <div topic='Magic Weapon, Greater' level='5'><p><h5>Magic Weapon, Greater</h5></p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'><tr maxcol='3' curcol='3'><td width='25%'/><td>Transmutation<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:</b><br/></td><td>Cleric 4, Paladin 3, Sorcerer/Wizard 3<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:</b><br/></td><td>V, S, M/DF<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:</b><br/></td><td>1 standard action<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:</b><br/></td><td>Close (25 ft. + 5 ft./2 levels)<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Target:</b><br/></td><td>One weapon or fifty projectiles (all of which must be in contact with each other at the time of casting)<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:</b><br/></td><td>1 hour/level<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:</b><br/></td><td>Will negates (harmless, object)<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:</b><br/></td><td>Yes (harmless, object)<br/></td></tr></table><p>This spell functions like <i>magic weapon</i>,  except that it gives a weapon an enhancement bonus on attack and damage rolls of +1 per four caster levels (maximum +5).</p><p>Alternatively, you can affect as many as fifty arrows, bolts, or bullets. The projectiles must be of the same kind, and they have to be together (in the same quiver or other container). Projectiles, but not thrown weapons, lose their transmutation when used. (Treat shuriken as projectiles, rather than as thrown weapons, for the purpose of this spell.)</p><p><i>Arcane Material Component:</i> Powdered lime and carbon.</p><p/>
</div>
    


name: Major Creation
altname: major creation
school: Conjuration
subschool: Creation
descriptor: None
spellcraft_dc: None
level: Sorcerer/Wizard 5
components: V, S, M
casting_time: 10 minutes
range: Close (25 ft. + 5 ft./2 levels)
target: None
area: None
effect: Unattended, nonmagical object of nonliving plant matter, up to 1 cu. ft./level
duration: See text
saving_throw: None
spell_resistance: No
short_description: As minor creation, plus stone and metal.
to_develop: None
material_components: A tiny piece of matter of the same sort of item you plan to create with minor creation.
arcane_material_components: None
focus: None
xp_cost: None
arcane_focus: None
wizard_focus: None
verbal_components: None
sorcerer_focus: None
bard_focus: None
cleric_focus: None
druid_focus: None
reference: SRD 3.5 SpellsM-O
description:
      <p>This spell functions like <i>minor creation</i>,  except that you can also create an object of mineral nature: stone, crystal, metal, or the like. The duration of the created item varies with its relative hardness and rarity, as indicated on the following table.</p>
      <table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'>

<tr maxcol='3' curcol='3'>
<td><b>Hardness and Rarity Examples</b><br/></td>
<td><b>Duration</b><br/></td>

</tr>

<tr maxcol='3' curcol='3'>
<td>Vegetable matter<br/></td>
<td>2 hr./level<br/></td>

</tr>
<tr maxcol='3' curcol='3'>
<td>Stone, crystal, base metals<br/></td>
<td>1 hr./level<br/></td>

</tr>
<tr maxcol='3' curcol='3'>
<td>Precious metals<br/></td>
<td>20 min./level<br/></td>

</tr>
<tr maxcol='3' curcol='3'>
<td>Gems<br/></td>
<td>10 min./level<br/></td>

</tr>
<tr maxcol='3' curcol='3'>
<td>Rare metal<sup><b>1</b></sup><br/></td>
<td>1 round/level<br/></td>

</tr>

<tr maxcol='3' curcol='2'>
<td colspan='2'>1 Includes adamantine, alchemical silver, and mithral. You can't use major creation to create a cold iron item.<br/></td>

</tr>
</table>
      <p/>
    

full_text:
      <div topic='Major Creation' level='5'><p><h5>Major Creation</h5></p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'><tr maxcol='3' curcol='3'><td width='25%'/><td>Conjuration (Creation)<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:</b><br/></td><td>Sorcerer/Wizard 5<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:</b><br/></td><td>10 minutes<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:</b><br/></td><td>Close (25 ft. + 5 ft./2 levels)<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:</b><br/></td><td>See text<br/></td></tr></table><p>This spell functions like <i>minor creation</i>,  except that you can also create an object of mineral nature: stone, crystal, metal, or the like. The duration of the created item varies with its relative hardness and rarity, as indicated on the following table.</p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'>

<tr maxcol='3' curcol='3'>
<td><b>Hardness and Rarity Examples</b><br/></td>
<td><b>Duration</b><br/></td>

</tr>

<tr maxcol='3' curcol='3'>
<td>Vegetable matter<br/></td>
<td>2 hr./level<br/></td>

</tr>
<tr maxcol='3' curcol='3'>
<td>Stone, crystal, base metals<br/></td>
<td>1 hr./level<br/></td>

</tr>
<tr maxcol='3' curcol='3'>
<td>Precious metals<br/></td>
<td>20 min./level<br/></td>

</tr>
<tr maxcol='3' curcol='3'>
<td>Gems<br/></td>
<td>10 min./level<br/></td>

</tr>
<tr maxcol='3' curcol='3'>
<td>Rare metal<sup><b>1</b></sup><br/></td>
<td>1 round/level<br/></td>

</tr>

<tr maxcol='3' curcol='2'>
<td colspan='2'>1 Includes adamantine, alchemical silver, and mithral. You can't use major creation to create a cold iron item.<br/></td>

</tr>
</table><p/>
</div>
    


name: Major Image
altname: major image
school: Illusion
subschool: Figment
descriptor: None
spellcraft_dc: None
level: Bard 3, Sorcerer/Wizard 3
components: V, S, F
casting_time: 1 standard action
range: Long (400 ft. + 40 ft./level)
target: None
area: None
effect: Visual figment that cannot extend beyond four 10-ft. cubes + one 10-ft. cube/level (S)
duration: Concentration + 3 rounds
saving_throw: Will disbelief (if interacted with)
spell_resistance: No
short_description: As silent image, plus sound, smell and thermal effects.
to_develop: None
material_components: None
arcane_material_components: None
focus: A bit of fleece.
xp_cost: None
arcane_focus: None
wizard_focus: None
verbal_components: None
sorcerer_focus: None
bard_focus: None
cleric_focus: None
druid_focus: None
reference: SRD 3.5 SpellsM-O
description:
      <p>This spell functions like <i>silent image</i>,  except that sound, smell, and thermal illusions are included in the spell effect. While concentrating, you can move the image within the range.</p>
      <p>The image disappears when struck by an opponent unless you cause the illusion to react appropriately.</p>
      <p/>
    

full_text:
      <div topic='Major Image' level='5'><p><h5>Major Image</h5></p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'><tr maxcol='3' curcol='3'><td width='25%'/><td>Illusion (Figment)<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:</b><br/></td><td>Bard 3, Sorcerer/Wizard 3<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:</b><br/></td><td>Concentration + 3 rounds<br/></td></tr></table><p>This spell functions like <i>silent image</i>,  except that sound, smell, and thermal illusions are included in the spell effect. While concentrating, you can move the image within the range.</p><p>The image disappears when struck by an opponent unless you cause the illusion to react appropriately.</p><p/>
</div>
    


name: Make Whole
altname: make whole
school: Transmutation
subschool: None
descriptor: None
spellcraft_dc: None
level: Cleric 2
components: V, S
casting_time: 1 standard action
range: Close (25 ft. + 5 ft./2 levels)
target: One object of up to 10 cu. ft./level
area: None
effect: None
duration: Instantaneous
saving_throw: Will negates (harmless, object)
spell_resistance: Yes (harmless, object)
short_description: Repairs an object.
to_develop: None
material_components: None
arcane_material_components: None
focus: None
xp_cost: None
arcane_focus: None
wizard_focus: None
verbal_components: None
sorcerer_focus: None
bard_focus: None
cleric_focus: None
druid_focus: None
reference: SRD 3.5 SpellsM-O
description:
      <p>This spell functions like <i>mending</i>,  except that <i>make whole</i> completely repairs an object made of any substance, even one with multiple breaks, to be as strong as new. The spell does not restore the magical abilities of a broken magic item made whole, and it cannot mend broken magic rods, staffs, or wands. The spell does not repair items that have been warped, burned, disintegrated, ground to powder, melted, or vaporized, nor does it affect creatures (including constructs).</p>
      <p/>
    

full_text:
      <div topic='Make Whole' level='5'><p><h5>Make Whole</h5></p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'><tr maxcol='3' curcol='3'><td width='25%'/><td>Transmutation<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:</b><br/></td><td>Cleric 2<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:</b><br/></td><td>1 standard action<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:</b><br/></td><td>Close (25 ft. + 5 ft./2 levels)<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Target:</b><br/></td><td>One object of up to 10 cu. ft./level<br/></td></tr></table><p>This spell functions like <i>mending</i>,  except that <i>make whole</i> completely repairs an object made of any substance, even one with multiple breaks, to be as strong as new. The spell does not restore the magical abilities of a broken magic item made whole, and it cannot mend broken magic rods, staffs, or wands. The spell does not repair items that have been warped, burned, disintegrated, ground to powder, melted, or vaporized, nor does it affect creatures (including constructs).</p><p/>
</div>
    


name: Mark of Justice
altname: mark of justice
school: Necromancy
subschool: None
descriptor: None
spellcraft_dc: None
level: Cleric 5, Paladin 4
components: V, S, DF
casting_time: 10 minutes
range: Touch
target: Creature touched
area: None
effect: None
duration: Permanent; see text
saving_throw: None
spell_resistance: Yes
short_description: Designates action that will trigger curse on subject.
to_develop: None
material_components: None
arcane_material_components: None
focus: None
xp_cost: None
arcane_focus: None
wizard_focus: None
verbal_components: None
sorcerer_focus: None
bard_focus: None
cleric_focus: None
druid_focus: None
reference: SRD 3.5 SpellsM-O
description:
      <p>You draw an indelible mark on the subject and state some behavior on the part of the subject that will activate the mark. When activated, the mark curses the subject. Typically, you designate some sort of criminal behavior that activates the mark, but you can pick any act you please. The effect of the mark is identical with the effect of <i>bestow curse</i>.</p>
      <p>Since this spell takes 10 minutes to cast and involves writing on the target, you can cast it only on a creature that is willing or restrained.</p>
      <p>Like the effect of <i>bestow curse</i>, a <i>mark of justice</i> cannot be dispelled, but it can be removed with a <i>break enchantment</i>, <i>limited wish</i>, <i>miracle</i>, <i>remove curse</i>, or <i>wish</i> spell. <i>Remove curse</i> works only if its caster level is equal to or higher than your <i>mark of justice</i> caster level. These restrictions apply regardless of whether the mark has activated.</p>
      <p/>
    

full_text:
      <div topic='Mark of Justice' level='5'><p><h5>Mark of Justice</h5></p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'><tr maxcol='3' curcol='3'><td width='25%'/><td>Necromancy<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:</b><br/></td><td>Cleric 5, Paladin 4<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:</b><br/></td><td>V, S, DF<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:</b><br/></td><td>10 minutes<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:</b><br/></td><td>Touch<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Target:</b><br/></td><td>Creature touched<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:</b><br/></td><td>Permanent; see text<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:</b><br/></td><td>None<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:</b><br/></td><td>Yes<br/></td></tr></table><p>You draw an indelible mark on the subject and state some behavior on the part of the subject that will activate the mark. When activated, the mark curses the subject. Typically, you designate some sort of criminal behavior that activates the mark, but you can pick any act you please. The effect of the mark is identical with the effect of <i>bestow curse</i>.</p><p>Since this spell takes 10 minutes to cast and involves writing on the target, you can cast it only on a creature that is willing or restrained.</p><p>Like the effect of <i>bestow curse</i>, a <i>mark of justice</i> cannot be dispelled, but it can be removed with a <i>break enchantment</i>, <i>limited wish</i>, <i>miracle</i>, <i>remove curse</i>, or <i>wish</i> spell. <i>Remove curse</i> works only if its caster level is equal to or higher than your <i>mark of justice</i> caster level. These restrictions apply regardless of whether the mark has activated.</p><p/>
</div>
    


name: Maze
altname: maze
school: Conjuration
subschool: Teleportation
descriptor: None
spellcraft_dc: None
level: Sorcerer/Wizard 8
components: V, S
casting_time: 1 standard action
range: Close (25 ft. + 5 ft./2 levels)
target: One creature
area: None
effect: None
duration: See text
saving_throw: None
spell_resistance: Yes
short_description: Traps subject in extradimensional maze.
to_develop: None
material_components: None
arcane_material_components: None
focus: None
xp_cost: None
arcane_focus: None
wizard_focus: None
verbal_components: None
sorcerer_focus: None
bard_focus: None
cleric_focus: None
druid_focus: None
reference: SRD 3.5 SpellsM-O
description:
      <p>You banish the subject into an extradimensional labyrinth of force planes. Each round on its turn, it may attempt a DC 20 Intelligence check to escape the labyrinth as a full-round action. If the subject doesn't escape, the maze disappears after 10 minutes, forcing the subject to leave.</p>
      <p>On escaping or leaving the maze, the subject reappears where it had been when the <i>maze</i> spell was cast. If this location is filled with a solid object, the subject appears in the nearest open space. Spells and abilities that move a creature within a plane, such as <i>teleport</i> and <i>dimension door</i>,  do not help a creature escape a <i>maze</i> spell, although a <i>plane shift</i> spell allows it to exit to whatever plane is designated in that spell. Minotaurs are not affected by this spell.</p>
      <p/>
    

full_text:
      <div topic='Maze' level='5'><p><h5>Maze</h5></p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'><tr maxcol='3' curcol='3'><td width='25%'/><td>Conjuration (Teleportation)<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:</b><br/></td><td>Sorcerer/Wizard 8<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:</b><br/></td><td>V, S<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:</b><br/></td><td>1 standard action<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:</b><br/></td><td>Close (25 ft. + 5 ft./2 levels)<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Target:</b><br/></td><td>One creature<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:</b><br/></td><td>See text<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:</b><br/></td><td>None<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:</b><br/></td><td>Yes<br/></td></tr></table><p>You banish the subject into an extradimensional labyrinth of force planes. Each round on its turn, it may attempt a DC 20 Intelligence check to escape the labyrinth as a full-round action. If the subject doesn't escape, the maze disappears after 10 minutes, forcing the subject to leave.</p><p>On escaping or leaving the maze, the subject reappears where it had been when the <i>maze</i> spell was cast. If this location is filled with a solid object, the subject appears in the nearest open space. Spells and abilities that move a creature within a plane, such as <i>teleport</i> and <i>dimension door</i>,  do not help a creature escape a <i>maze</i> spell, although a <i>plane shift</i> spell allows it to exit to whatever plane is designated in that spell. Minotaurs are not affected by this spell.</p><p/>
</div>
    


name: Meld into Stone
altname: meld into stone
school: Transmutation
subschool: None
descriptor: Earth
spellcraft_dc: None
level: Cleric 3, Druid 3
components: V, S, DF
casting_time: 1 standard action
range: Personal
target: You
area: None
effect: None
duration: 10 min./level
saving_throw: None
spell_resistance: None
short_description: You and your gear merge with stone.
to_develop: None
material_components: None
arcane_material_components: None
focus: None
xp_cost: None
arcane_focus: None
wizard_focus: None
verbal_components: None
sorcerer_focus: None
bard_focus: None
cleric_focus: None
druid_focus: None
reference: SRD 3.5 SpellsM-O
description:
      <p><i>Meld into stone</i> enables you to meld your body and possessions into a single block of stone. The stone must be large enough to accommodate your body in all three dimensions. When the casting is complete, you and not more than 100 pounds of nonliving gear merge with the stone. If either condition is violated, the spell fails and is wasted.</p>
      <p>While in the stone, you remain in contact, however tenuous, with the face of the stone through which you melded. You remain aware of the passage of time and can cast spells on yourself while hiding in the stone. Nothing that goes on outside the stone can be seen, but you can still hear what happens around you. Minor physical damage to the stone does not harm you, but its partial destruction (to the extent that you no longer fit within it) expels you and deals you 5d6 points of damage. The stone's complete destruction expels you and slays you instantly unless you make a DC 18 Fortitude save.</p>
      <p>Any time before the duration expires, you can step out of the stone through the surface that you entered. If the spell's duration expires or the effect is dispelled before you voluntarily exit the stone, you are violently expelled and take 5d6 points of damage.</p>
      <p>The following spells harm you if cast upon the stone that you are occupying: <i>Stone to flesh</i> expels you and deals you 5d6 points of damage. <i>Stone shape</i> deals you 3d6 points of damage but does not expel you. <i>Transmute rock to mud</i> expels you and then slays you instantly unless you make a DC 18 Fortitude save, in which case you are merely expelled. Finally, <i>passwall</i> expels you without damage.</p>
      <p/>
    

full_text:
      <div topic='Meld into Stone' level='5'><p><h5>Meld into Stone</h5></p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'><tr maxcol='3' curcol='3'><td width='25%'/><td>Transmutation [Earth]<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:</b><br/></td><td>Cleric 3, Druid 3<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:</b><br/></td><td>V, S, DF<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:</b><br/></td><td>1 standard action<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:</b><br/></td><td>Personal<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Target:</b><br/></td><td>You<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:</b><br/></td><td>10 min./level<br/></td></tr></table><p><i>Meld into stone</i> enables you to meld your body and possessions into a single block of stone. The stone must be large enough to accommodate your body in all three dimensions. When the casting is complete, you and not more than 100 pounds of nonliving gear merge with the stone. If either condition is violated, the spell fails and is wasted.</p><p>While in the stone, you remain in contact, however tenuous, with the face of the stone through which you melded. You remain aware of the passage of time and can cast spells on yourself while hiding in the stone. Nothing that goes on outside the stone can be seen, but you can still hear what happens around you. Minor physical damage to the stone does not harm you, but its partial destruction (to the extent that you no longer fit within it) expels you and deals you 5d6 points of damage. The stone's complete destruction expels you and slays you instantly unless you make a DC 18 Fortitude save.</p><p>Any time before the duration expires, you can step out of the stone through the surface that you entered. If the spell's duration expires or the effect is dispelled before you voluntarily exit the stone, you are violently expelled and take 5d6 points of damage.</p><p>The following spells harm you if cast upon the stone that you are occupying: <i>Stone to flesh</i> expels you and deals you 5d6 points of damage. <i>Stone shape</i> deals you 3d6 points of damage but does not expel you. <i>Transmute rock to mud</i> expels you and then slays you instantly unless you make a DC 18 Fortitude save, in which case you are merely expelled. Finally, <i>passwall</i> expels you without damage.</p><p/>
</div>
    


name: Mending
altname: mending
school: Transmutation
subschool: None
descriptor: None
spellcraft_dc: None
level: Bard 0, Cleric 0, Druid 0, Sorcerer/Wizard 0
components: V, S
casting_time: 1 standard action
range: 10 ft.
target: One object of up to 1 lb.
area: None
effect: None
duration: Instantaneous
saving_throw: Will negates (harmless, object)
spell_resistance: Yes (harmless, object)
short_description: Makes minor repairs on an object.
to_develop: None
material_components: None
arcane_material_components: None
focus: None
xp_cost: None
arcane_focus: None
wizard_focus: None
verbal_components: None
sorcerer_focus: None
bard_focus: None
cleric_focus: None
druid_focus: None
reference: SRD 3.5 SpellsM-O
description:
      <p><i>Mending</i> repairs small breaks or tears in objects (but not warps, such as might be caused by a <i>warp wood</i> spell). It will weld broken metallic objects such as a ring, a chain link, a medallion, or a slender dagger, providing but one break exists.</p>
      <p>Ceramic or wooden objects with multiple breaks can be invisibly rejoined to be as strong as new. A hole in a leather sack or a wineskin is completely healed over by <i>mending</i>. The spell can repair a magic item, but the item's magical abilities are not restored. The spell cannot mend broken magic rods, staffs, or wands, nor does it affect creatures (including constructs).</p>
      <p/>
    

full_text:
      <div topic='Mending' level='5'><p><h5>Mending</h5></p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'><tr maxcol='3' curcol='3'><td width='25%'/><td>Transmutation<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:</b><br/></td><td>Bard 0, Cleric 0, Druid 0, Sorcerer/Wizard 0<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:</b><br/></td><td>V, S<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:</b><br/></td><td>1 standard action<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:</b><br/></td><td>10 ft.<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Target:</b><br/></td><td>One object of up to 1 lb.<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:</b><br/></td><td>Instantaneous<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:</b><br/></td><td>Will negates (harmless, object)<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:</b><br/></td><td>Yes (harmless, object)<br/></td></tr></table><p><i>Mending</i> repairs small breaks or tears in objects (but not warps, such as might be caused by a <i>warp wood</i> spell). It will weld broken metallic objects such as a ring, a chain link, a medallion, or a slender dagger, providing but one break exists.</p><p>Ceramic or wooden objects with multiple breaks can be invisibly rejoined to be as strong as new. A hole in a leather sack or a wineskin is completely healed over by <i>mending</i>. The spell can repair a magic item, but the item's magical abilities are not restored. The spell cannot mend broken magic rods, staffs, or wands, nor does it affect creatures (including constructs).</p><p/>
</div>
    


name: Message
altname: message
school: Transmutation
subschool: None
descriptor: Language-Dependent
spellcraft_dc: None
level: Bard 0, Sorcerer/Wizard 0
components: V, S, F
casting_time: 1 standard action
range: Medium (100 ft. + 10 ft./level)
target: One creature/level
area: None
effect: None
duration: 10 min./level
saving_throw: None
spell_resistance: No
short_description: Whispered conversation at distance.
to_develop: None
material_components: None
arcane_material_components: None
focus: A short piece of copper wire.
xp_cost: None
arcane_focus: None
wizard_focus: None
verbal_components: None
sorcerer_focus: None
bard_focus: None
cleric_focus: None
druid_focus: None
reference: SRD 3.5 SpellsM-O
description:
      <p>You can whisper messages and receive whispered replies with little chance of being overheard. You point your finger at each creature you want to receive the message. When you whisper, the whispered message is audible to all targeted creatures within range. Magical <i>silence</i>,  1 foot of stone, 1 inch of common metal (or a thin sheet of lead), or 3 feet of wood or dirt blocks the spell. The message does not have to travel in a straight line. It can circumvent a barrier if there is an open path between you and the subject, and the path's entire length lies within the spell's range. The creatures that receive the message can whisper a reply that you hear. The spell transmits sound, not meaning. It doesn't transcend language barriers.</p>
      <p><i>Note:</i> To speak a message, you must mouth the words and whisper, possibly allowing observers the opportunity to read your lips.</p>
      <p/>
    

full_text:
      <div topic='Message' level='5'><p><h5>Message</h5></p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'><tr maxcol='3' curcol='3'><td width='25%'/><td>Transmutation [Language-Dependent]<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:</b><br/></td><td>Bard 0, Sorcerer/Wizard 0<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:</b><br/></td><td>V, S, F<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:</b><br/></td><td>1 standard action<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:</b><br/></td><td>Medium (100 ft. + 10 ft./level)<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Targets:</b><br/></td><td>One creature/level<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:</b><br/></td><td>10 min./level<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:</b><br/></td><td>None<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:</b><br/></td><td>No<br/></td></tr></table><p>You can whisper messages and receive whispered replies with little chance of being overheard. You point your finger at each creature you want to receive the message. When you whisper, the whispered message is audible to all targeted creatures within range. Magical <i>silence</i>,  1 foot of stone, 1 inch of common metal (or a thin sheet of lead), or 3 feet of wood or dirt blocks the spell. The message does not have to travel in a straight line. It can circumvent a barrier if there is an open path between you and the subject, and the path's entire length lies within the spell's range. The creatures that receive the message can whisper a reply that you hear. The spell transmits sound, not meaning. It doesn't transcend language barriers.</p><p><i>Note:</i> To speak a message, you must mouth the words and whisper, possibly allowing observers the opportunity to read your lips.</p><p><i>Focus:</i> A short piece of copper wire.</p><p/>
</div>
    


name: Meteor Swarm
altname: meteor swarm
school: Evocation
subschool: None
descriptor: Fire
spellcraft_dc: None
level: Sorcerer/Wizard 9
components: V, S
casting_time: 1 standard action
range: Long (400 ft. + 40 ft./level)
target: None
area: Four 40-ft. -radius spreads; see text
effect: None
duration: Instantaneous
saving_throw: None or Reflex half; see text
spell_resistance: Yes
short_description: Four exploding spheres each deal 6d6 fire damage.
to_develop: None
material_components: None
arcane_material_components: None
focus: None
xp_cost: None
arcane_focus: None
wizard_focus: None
verbal_components: None
sorcerer_focus: None
bard_focus: None
cleric_focus: None
druid_focus: None
reference: SRD 3.5 SpellsM-O
description:
      <p><i>Meteor swarm</i> is a very powerful and spectacular spell that is similar to <i>fireball</i> in many aspects. When you cast it, four 2- foot-diameter spheres spring from your outstretched hand and streak in straight lines to the spots you select. The meteor spheres leave a fiery trail of sparks.</p>
      <p>If you aim a sphere at a specific creature, you may make a ranged touch attack to strike the target with the meteor. Any creature struck by one of these spheres takes 2d6 points of bludgeoning damage (no save) and receives no saving throw against the sphere's fire damage (see below). If a targeted sphere misses its target, it simply explodes at the nearest corner of the target's space. You may aim more than one meteor at the same target.</p>
      <p>Once a sphere reaches its destination, it explodes in a 40-foot-radius spread, dealing 6d6 points of fire damage to each creature in the area. If a creature is within the area of more than one sphere, it must save separately against each. (Fire resistance applies to each sphere's damage individually.)</p>
      <p/>
    

full_text:
      <div topic='Meteor Swarm' level='5'><p><h5>Meteor Swarm</h5></p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'><tr maxcol='3' curcol='3'><td width='25%'/><td>Evocation [Fire]<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:</b><br/></td><td>Sorcerer/Wizard 9<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:</b><br/></td><td>V, S<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:</b><br/></td><td>1 standard action<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:</b><br/></td><td>Long (400 ft. + 40 ft./level)<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Area:</b><br/></td><td>Four 40-ft. -radius spreads; see text<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:</b><br/></td><td>Instantaneous<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:</b><br/></td><td>None or Reflex half; see text<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:</b><br/></td><td>Yes<br/></td></tr></table><p><i>Meteor swarm</i> is a very powerful and spectacular spell that is similar to <i>fireball</i> in many aspects. When you cast it, four 2- foot-diameter spheres spring from your outstretched hand and streak in straight lines to the spots you select. The meteor spheres leave a fiery trail of sparks.</p><p>If you aim a sphere at a specific creature, you may make a ranged touch attack to strike the target with the meteor. Any creature struck by one of these spheres takes 2d6 points of bludgeoning damage (no save) and receives no saving throw against the sphere's fire damage (see below). If a targeted sphere misses its target, it simply explodes at the nearest corner of the target's space. You may aim more than one meteor at the same target.</p><p>Once a sphere reaches its destination, it explodes in a 40-foot-radius spread, dealing 6d6 points of fire damage to each creature in the area. If a creature is within the area of more than one sphere, it must save separately against each. (Fire resistance applies to each sphere's damage individually.)</p><p/>
</div>
    


name: Mind Blank
altname: mind blank
school: Abjuration
subschool: None
descriptor: None
spellcraft_dc: None
level: Protection 8, Sorcerer/Wizard 8
components: V, S
casting_time: 1 standard action
range: Close (25 ft. + 5 ft./2 levels)
target: One creature
area: None
effect: None
duration: 24 hours
saving_throw: Will negates (harmless)
spell_resistance: Yes (harmless)
short_description: Subject is immune to mental/emotional magic and scrying.
to_develop: None
material_components: None
arcane_material_components: None
focus: None
xp_cost: None
arcane_focus: None
wizard_focus: None
verbal_components: None
sorcerer_focus: None
bard_focus: None
cleric_focus: None
druid_focus: None
reference: SRD 3.5 SpellsM-O
description:
      <p>The subject is protected from all devices and spells that detect, influence, or read emotions or thoughts. This spell protects against all mind-affecting spells and effects as well as information gathering by divination spells or effects. <i>Mind blank</i> even foils <i>limited wish</i>, <i>miracle</i>, and <i>wish</i> spells when they are used in such a way as to affect the subject's mind or to gain information about it. In the case of scrying that scans an area the creature is in, such as <i>arcane eye</i>,  the spell works but the creature simply isn't detected. Scrying attempts that are targeted specifically at the subject do not work at all.</p>
      <p/>
    

full_text:
      <div topic='Mind Blank' level='5'><p><h5>Mind Blank</h5></p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'><tr maxcol='3' curcol='3'><td width='25%'/><td>Abjuration<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:</b><br/></td><td>Protection 8, Sorcerer/Wizard 8<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:</b><br/></td><td>V, S<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:</b><br/></td><td>1 standard action<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:</b><br/></td><td>Close (25 ft. + 5 ft./2 levels)<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Target:</b><br/></td><td>One creature<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:</b><br/></td><td>24 hours<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:</b><br/></td><td>Will negates (harmless)<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:</b><br/></td><td>Yes (harmless)<br/></td></tr></table><p>The subject is protected from all devices and spells that detect, influence, or read emotions or thoughts. This spell protects against all mind-affecting spells and effects as well as information gathering by divination spells or effects. <i>Mind blank</i> even foils <i>limited wish</i>, <i>miracle</i>, and <i>wish</i> spells when they are used in such a way as to affect the subject's mind or to gain information about it. In the case of scrying that scans an area the creature is in, such as <i>arcane eye</i>,  the spell works but the creature simply isn't detected. Scrying attempts that are targeted specifically at the subject do not work at all.</p><p/>
</div>
    


name: Mind Fog
altname: mind fog
school: Enchantment
subschool: Compulsion
descriptor: Mind-Affecting
spellcraft_dc: None
level: Bard 5, Sorcerer/Wizard 5
components: V, S
casting_time: 1 standard action
range: Medium (100 ft. + 10 ft./level)
target: None
area: None
effect: Fog spreads in 20-ft. radius, 20 ft. high
duration: 30 minutes and 2d6 rounds; see text
saving_throw: Will negates
spell_resistance: Yes
short_description: Subjects in fog get -10 to Wis and Will checks.
to_develop: None
material_components: None
arcane_material_components: None
focus: None
xp_cost: None
arcane_focus: None
wizard_focus: None
verbal_components: None
sorcerer_focus: None
bard_focus: None
cleric_focus: None
druid_focus: None
reference: SRD 3.5 SpellsM-O
description:
      <p><i>mind fog</i> produces a bank of thin mist that weakens the mental resistance of those caught in it. Creatures in the <i>mind fog</i> take a -10 competence penalty on Wisdom checks and Will saves. (A creature that successfully saves against the fog is not affected and need not make further saves even if it remains in the fog.) Affected creatures take the penalty as long as they remain in the fog and for 2d6 rounds thereafter. The fog is stationary and lasts for 30 minutes (or until dispersed by wind).</p>
      <p>A moderate wind (11+ mph) disperses the fog in four rounds; a strong wind (21+ mph) disperses the fog in 1 round.</p>
      <p>The fog is thin and does not significantly hamper vision.</p>
      <p/>
    

full_text:
      <div topic='Mind Fog' level='5'><p><h5>Mind Fog</h5></p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'><tr maxcol='3' curcol='3'><td width='25%'/><td>Enchantment (Compulsion) [Mind-Affecting]<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:</b><br/></td><td>Bard 5, Sorcerer/Wizard 5<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:</b><br/></td><td>V, S<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:</b><br/></td><td>1 standard action<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:</b><br/></td><td>Medium (100 ft. + 10 ft./level)<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Effect:</b><br/></td><td>Fog spreads in 20-ft. radius, 20 ft. high<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:</b><br/></td><td>30 minutes and 2d6 rounds; see text<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:</b><br/></td><td>Will negates<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:</b><br/></td><td>Yes<br/></td></tr></table><p><i>mind fog</i> produces a bank of thin mist that weakens the mental resistance of those caught in it. Creatures in the <i>mind fog</i> take a -10 competence penalty on Wisdom checks and Will saves. (A creature that successfully saves against the fog is not affected and need not make further saves even if it remains in the fog.) Affected creatures take the penalty as long as they remain in the fog and for 2d6 rounds thereafter. The fog is stationary and lasts for 30 minutes (or until dispersed by wind).</p><p>A moderate wind (11+ mph) disperses the fog in four rounds; a strong wind (21+ mph) disperses the fog in 1 round.</p><p>The fog is thin and does not significantly hamper vision.</p><p/>
</div>
    


name: Minor Creation
altname: minor creation
school: Conjuration
subschool: Creation
descriptor: None
spellcraft_dc: None
level: Sorcerer/Wizard 4
components: V, S, M
casting_time: 1 minute
range: 0 ft.
target: None
area: None
effect: Unattended, nonmagical object of nonliving plant matter, up to 1 cu. ft./level
duration: 1 hour/level (D)
saving_throw: None
spell_resistance: No
short_description: Creates one cloth or wood object.
to_develop: None
material_components: A tiny piece of matter of the same sort of item you plan to create with minor creation.
arcane_material_components: None
focus: None
xp_cost: None
arcane_focus: None
wizard_focus: None
verbal_components: None
sorcerer_focus: None
bard_focus: None
cleric_focus: None
druid_focus: None
reference: SRD 3.5 SpellsM-O
description:
      <p>You create a nonmagical, unattended object of nonliving, vegetable matter. The volume of the item created cannot exceed 1 cubic foot per caster level. You must succeed on an appropriate skill check to make a complex item.</p>
      <p>Attempting to use any created object as a material component causes the spell to fail.</p>
      <p/>
    

full_text:
      <div topic='Minor Creation' level='5'><p><h5>Minor Creation</h5></p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'><tr maxcol='3' curcol='3'><td width='25%'/><td>Conjuration (Creation)<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:</b><br/></td><td>Sorcerer/Wizard 4<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:</b><br/></td><td>V, S, M<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:</b><br/></td><td>1 minute<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:</b><br/></td><td>0 ft.<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Effect:</b><br/></td><td>Unattended, nonmagical object of nonliving plant matter, up to 1 cu. ft./level<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:</b><br/></td><td>1 hour/level (D)<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:</b><br/></td><td>None<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:</b><br/></td><td>No<br/></td></tr></table><p>You create a nonmagical, unattended object of nonliving, vegetable matter. The volume of the item created cannot exceed 1 cubic foot per caster level. You must succeed on an appropriate skill check to make a complex item.</p><p>Attempting to use any created object as a material component causes the spell to fail.</p><p><i>Material Component:</i> A tiny piece of matter of the same sort of item you plan to create with <i>minor creation</i>.</p><p/>
</div>
    


name: Minor Image
altname: minor image
school: Illusion
subschool: Figment
descriptor: None
spellcraft_dc: None
level: Bard 2, Sorcerer/Wizard 2
components: V, S, F
casting_time: 1 standard action
range: Long (400 ft. + 40 ft./level)
target: None
area: None
effect: Visual figment that cannot extend beyond four 10-ft. cubes + one 10-ft. cube/level (S)
duration: Concentration +2 rounds
saving_throw: Will disbelief (if interacted with)
spell_resistance: No
short_description: As silent image, plus some sound.
to_develop: None
material_components: None
arcane_material_components: None
focus: A bit of fleece.
xp_cost: None
arcane_focus: None
wizard_focus: None
verbal_components: None
sorcerer_focus: None
bard_focus: None
cleric_focus: None
druid_focus: None
reference: SRD 3.5 SpellsM-O
description:
      <p>This spell functions like <i>silent image</i>, except that <i>minor image</i> includes some minor sounds but not understandable speech.</p>
      <p/>
    

full_text:
      <div topic='Minor Image' level='5'><p><h5>Minor Image</h5></p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'><tr maxcol='3' curcol='3'><td width='25%'/><td>Illusion (Figment)<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:</b><br/></td><td>Bard 2, Sorcerer/Wizard 2<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:</b><br/></td><td>Concentration +2 rounds<br/></td></tr></table><p>This spell functions like <i>silent image</i>, except that <i>minor image</i> includes some minor sounds but not understandable speech.</p><p/>
</div>
    


name: Miracle
altname: miracle
school: Evocation
subschool: None
descriptor: None
spellcraft_dc: None
level: Cleric 9, Luck 9
components: V, S, XP; see text
casting_time: 1 standard action
range: See text
target: See text
area: See text
effect: See text
duration: See text
saving_throw: See text
spell_resistance: Yes
short_description: Requests a deity's intercession.
to_develop: None
material_components: None
arcane_material_components: None
focus: None
xp_cost: 5,000 XP (for some uses of the miracle spell; see above).
arcane_focus: None
wizard_focus: None
verbal_components: None
sorcerer_focus: None
bard_focus: None
cleric_focus: None
druid_focus: None
reference: SRD 3.5 SpellsM-O
description:
      <p>You don't so much cast a <i>miracle</i> as request one. You state what you would like to have happen and request that your deity (or the power you pray to for spells) intercede.</p>
      <p>A <i>miracle</i> can do any of the following things.</p>
      <ul>
 <li> Duplicate any cleric spell of 8th level or lower (including spells to which you have access because of your domains).</li>
 <li> Duplicate any other spell of 7th level or lower.</li>
 <li> Undo the harmful effects of certain spells, such as <i>feeblemind</i> or <i>insanity</i>.</li>
 <li> Have any effect whose power level is in line with the above effects.</li>
</ul>
      <p>If the <i>miracle</i> has any of the above effects, casting it has no experience point cost.</p>
      <p>Alternatively, a cleric can make a very powerful request. Casting such a <i>miracle</i> costs the cleric 5,000 XP because of the powerful divine energies involved. Examples of especially powerful <i>miracles</i> of this sort could include the following.</p>
      <ul>
 <li> Swinging the tide of a battle in your favor by raising fallen allies to continue fighting.</li>
 <li> Moving you and your allies, with all your and their gear, from one plane to another through planar barriers to a specific locale with no chance of error.</li>
 <li> Protecting a city from an earthquake, volcanic eruption, flood, or other major natural disaster.</li>
</ul>
      <p>In any event, a request that is out of line with the deity's (or alignment's) nature is refused.</p>
      <p>A duplicated spell allows saving throws and spell resistance as normal, but the save DCs are as for a 9th-level spell. When a <i>miracle</i> duplicates a spell that has an XP cost, you must pay that cost. When a <i>miracle</i> spell duplicates a spell with a material component that costs more than 100 gp, you must provide that component.</p>
      <p/>
    

full_text:
      <div topic='Miracle' level='5'><p><h5>Miracle</h5></p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'><tr maxcol='3' curcol='3'><td width='25%'/><td>Evocation<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:</b><br/></td><td>Cleric 9, Luck 9<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:</b><br/></td><td>V, S, XP; see text<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:</b><br/></td><td>1 standard action<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:</b><br/></td><td>See text<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Target, Effect, or Area:</b><br/></td><td>See text<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:</b><br/></td><td>See text<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:</b><br/></td><td>See text<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:</b><br/></td><td>Yes<br/></td></tr></table><p>You don't so much cast a <i>miracle</i> as request one. You state what you would like to have happen and request that your deity (or the power you pray to for spells) intercede.</p><p>A <i>miracle</i> can do any of the following things.</p><ul>
 <li> Duplicate any cleric spell of 8th level or lower (including spells to which you have access because of your domains).</li>
 <li> Duplicate any other spell of 7th level or lower.</li>
 <li> Undo the harmful effects of certain spells, such as <i>feeblemind</i> or <i>insanity</i>.</li>
 <li> Have any effect whose power level is in line with the above effects.</li>
</ul><p>If the <i>miracle</i> has any of the above effects, casting it has no experience point cost.</p><p>Alternatively, a cleric can make a very powerful request. Casting such a <i>miracle</i> costs the cleric 5,000 XP because of the powerful divine energies involved. Examples of especially powerful <i>miracles</i> of this sort could include the following.</p><ul>
 <li> Swinging the tide of a battle in your favor by raising fallen allies to continue fighting.</li>
 <li> Moving you and your allies, with all your and their gear, from one plane to another through planar barriers to a specific locale with no chance of error.</li>
 <li> Protecting a city from an earthquake, volcanic eruption, flood, or other major natural disaster.</li>
</ul><p>In any event, a request that is out of line with the deity's (or alignment's) nature is refused.</p><p>A duplicated spell allows saving throws and spell resistance as normal, but the save DCs are as for a 9th-level spell. When a <i>miracle</i> duplicates a spell that has an XP cost, you must pay that cost. When a <i>miracle</i> spell duplicates a spell with a material component that costs more than 100 gp, you must provide that component.</p><p><i>XP Cost:</i> 5,000 XP (for some uses of the <i>miracle</i> spell; see above).</p><p/>
</div>
    


name: Mirage Arcana
altname: mirage arcana
school: Illusion
subschool: Glamer
descriptor: None
spellcraft_dc: None
level: Bard 5, Sorcerer/Wizard 5
components: V, S
casting_time: 1 standard action
range: Long (400 ft. + 40 ft./level)
target: None
area: One 20-ft. cube/level (S)
effect: None
duration: Concentration +1 hour/level (D)
saving_throw: Will disbelief (if interacted with)
spell_resistance: No
short_description: As hallucinatory terrain, plus structures.
to_develop: None
material_components: A stone, a twig, and a bit of green plant.
arcane_material_components: None
focus: None
xp_cost: None
arcane_focus: None
wizard_focus: None
verbal_components: None
sorcerer_focus: None
bard_focus: None
cleric_focus: None
druid_focus: None
reference: SRD 3.5 SpellsM-O
description:
      <p>This spell functions like <i>hallucinatory terrain</i>, except that it enables you to make any area appear to be something other than it is. The illusion includes audible, visual, tactile, and olfactory elements. Unlike <i>hallucinatory terrain</i>,  the spell can alter the appearance of structures (or add them where none are present). Still, it can't disguise, conceal, or add creatures (though creatures within the area might hide themselves within the illusion just as they can hide themselves within a real location).</p>
      <p/>
    

full_text:
      <div topic='Mirage Arcana' level='5'><p><h5>Mirage Arcana</h5></p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'><tr maxcol='3' curcol='3'><td width='25%'/><td>Illusion (Glamer)<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:</b><br/></td><td>Bard 5, Sorcerer/Wizard 5<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:</b><br/></td><td>V, S<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:</b><br/></td><td>1 standard action<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Area:</b><br/></td><td>One 20-ft. cube/level (S)<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:</b><br/></td><td>Concentration +1 hour/level (D)<br/></td></tr></table><p>This spell functions like <i>hallucinatory terrain</i>, except that it enables you to make any area appear to be something other than it is. The illusion includes audible, visual, tactile, and olfactory elements. Unlike <i>hallucinatory terrain</i>,  the spell can alter the appearance of structures (or add them where none are present). Still, it can't disguise, conceal, or add creatures (though creatures within the area might hide themselves within the illusion just as they can hide themselves within a real location).</p><p/>
</div>
    


name: Mirror Image
altname: mirror image
school: Illusion
subschool: Figment
descriptor: None
spellcraft_dc: None
level: Bard 2, Sorcerer/Wizard 2
components: V, S
casting_time: 1 standard action
range: Personal; see text
target: You
area: None
effect: None
duration: 1 min./level (D)
saving_throw: None
spell_resistance: None
short_description: Creates decoy duplicates of you (1d4 +1 per three levels, max 8).
to_develop: None
material_components: None
arcane_material_components: None
focus: None
xp_cost: None
arcane_focus: None
wizard_focus: None
verbal_components: None
sorcerer_focus: None
bard_focus: None
cleric_focus: None
druid_focus: None
reference: SRD 3.5 SpellsM-O
description:
      <p>Several illusory duplicates of you pop into being, making it difficult for enemies to know which target to attack. The figments stay near you and disappear when struck.</p>
      <p><i>mirror image</i> creates 1d4 images plus one image per three caster levels (maximum eight images total). These figments separate from you and remain in a cluster, each within 5 feet of at least one other figment or you. You can move into and through a <i>mirror image</i>. When you and the <i>mirror image</i> separate, observers can't use vision or hearing to tell which one is you and which the image. The figments may also move through each other. The figments mimic your actions, pretending to cast spells when you cast a spell, drink potions when you drink a potion, levitate when you levitate, and so on.</p>
      <p>Enemies attempting to attack you or cast spells at you must select from among indistinguishable targets. Generally, roll randomly to see whether the selected target is real or a figment. Any successful attack against an image destroys it. An image's AC is 10 + your size modifier + your Dex modifier. Figments seem to react normally to area spells (such as looking like they're burned or dead after being hit by a <i>fireball</i>).</p>
      <p>While moving, you can merge with and split off from figments so that enemies who have learned which image is real are again confounded.</p>
      <p>An attacker must be able to see the images to be fooled. If you are invisible or an attacker shuts his or her eyes, the spell has no effect. (Being unable to see carries the same penalties as being blinded.)</p>
      <p/>
    

full_text:
      <div topic='Mirror Image' level='5'><p><h5>Mirror Image</h5></p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'><tr maxcol='3' curcol='3'><td width='25%'/><td>Illusion (Figment)<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:</b><br/></td><td>Bard 2, Sorcerer/Wizard 2<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:</b><br/></td><td>V, S<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:</b><br/></td><td>1 standard action<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:</b><br/></td><td>Personal; see text<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Target:</b><br/></td><td>You<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:</b><br/></td><td>1 min./level (D)<br/></td></tr></table><p>Several illusory duplicates of you pop into being, making it difficult for enemies to know which target to attack. The figments stay near you and disappear when struck.</p><p><i>mirror image</i> creates 1d4 images plus one image per three caster levels (maximum eight images total). These figments separate from you and remain in a cluster, each within 5 feet of at least one other figment or you. You can move into and through a <i>mirror image</i>. When you and the <i>mirror image</i> separate, observers can't use vision or hearing to tell which one is you and which the image. The figments may also move through each other. The figments mimic your actions, pretending to cast spells when you cast a spell, drink potions when you drink a potion, levitate when you levitate, and so on.</p><p>Enemies attempting to attack you or cast spells at you must select from among indistinguishable targets. Generally, roll randomly to see whether the selected target is real or a figment. Any successful attack against an image destroys it. An image's AC is 10 + your size modifier + your Dex modifier. Figments seem to react normally to area spells (such as looking like they're burned or dead after being hit by a <i>fireball</i>).</p><p>While moving, you can merge with and split off from figments so that enemies who have learned which image is real are again confounded.</p><p>An attacker must be able to see the images to be fooled. If you are invisible or an attacker shuts his or her eyes, the spell has no effect. (Being unable to see carries the same penalties as being blinded.)</p><p/>
</div>
    


name: Misdirection
altname: misdirection
school: Illusion
subschool: Glamer
descriptor: None
spellcraft_dc: None
level: Bard 2, Sorcerer/Wizard 2
components: V, S
casting_time: 1 standard action
range: Close (25 ft. + 5 ft./2 levels)
target: One creature or object, up to a 10-ft. cube in size
area: None
effect: None
duration: 1 hour/level
saving_throw: None or Will negates; see text
spell_resistance: No
short_description: Misleads divinations for one creature or object.
to_develop: None
material_components: None
arcane_material_components: None
focus: None
xp_cost: None
arcane_focus: None
wizard_focus: None
verbal_components: None
sorcerer_focus: None
bard_focus: None
cleric_focus: None
druid_focus: None
reference: SRD 3.5 SpellsM-O
description:
      <p>By means of this spell, you misdirect the information from divination spells that reveal auras (<i>detect evil</i>,  <i>detect magic</i>,  <i>discern lies</i>,  and the like). On casting the spell, you choose another object within range. For the duration of the spell, the subject of <i>misdirection</i> is detected as if it were the other object. (Neither the subject nor the other object gets a saving throw against this effect.) Detection spells provide information based on the second object rather than on the actual target of the detection unless the caster of the detection succeeds on a Will save. For instance, you could make yourself detect as a tree if one were within range at casting: not evil, not lying, not magical, neutral in alignment, and so forth. This spell does not affect other types of divination magic (<i>augury</i>,  <i>detect thoughts</i>,  <i>clairaudience/clairvoyance</i>,  and the like).</p>
      <p/>
    

full_text:
      <div topic='Misdirection' level='5'><p><h5>Misdirection</h5></p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'><tr maxcol='3' curcol='3'><td width='25%'/><td>Illusion (Glamer)<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:</b><br/></td><td>Bard 2, Sorcerer/Wizard 2<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:</b><br/></td><td>V, S<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:</b><br/></td><td>1 standard action<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:</b><br/></td><td>Close (25 ft. + 5 ft./2 levels)<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Target:</b><br/></td><td>One creature or object, up to a 10-ft. cube in size<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:</b><br/></td><td>1 hour/level<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:</b><br/></td><td>None or Will negates; see text<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:</b><br/></td><td>No<br/></td></tr></table><p>By means of this spell, you misdirect the information from divination spells that reveal auras (<i>detect evil</i>,  <i>detect magic</i>,  <i>discern lies</i>,  and the like). On casting the spell, you choose another object within range. For the duration of the spell, the subject of <i>misdirection</i> is detected as if it were the other object. (Neither the subject nor the other object gets a saving throw against this effect.) Detection spells provide information based on the second object rather than on the actual target of the detection unless the caster of the detection succeeds on a Will save. For instance, you could make yourself detect as a tree if one were within range at casting: not evil, not lying, not magical, neutral in alignment, and so forth. This spell does not affect other types of divination magic (<i>augury</i>,  <i>detect thoughts</i>,  <i>clairaudience/clairvoyance</i>,  and the like).</p><p/>
</div>
    


name: Mislead
altname: mislead
school: Illusion
subschool: Figment, Glamer
descriptor: None
spellcraft_dc: None
level: Bard 5, Luck 6, Sorcerer/Wizard 6, Trickery 6
components: S
casting_time: 1 standard action
range: Close (25 ft. + 5 ft./2 levels)
target: You/one illusory double
area: None
effect: You/one illusory double
duration: 1 round/level (D) and concentration + 3 rounds; see text
saving_throw: None or Will disbelief (if interacted with); see text
spell_resistance: No
short_description: Turns you invisible and creates illusory double.
to_develop: None
material_components: None
arcane_material_components: None
focus: None
xp_cost: None
arcane_focus: None
wizard_focus: None
verbal_components: None
sorcerer_focus: None
bard_focus: None
cleric_focus: None
druid_focus: None
reference: SRD 3.5 SpellsM-O
description:
      <p>You become invisible (as <i>greater invisibility</i>, a glamer), and at the same time, an illusory double of you (as <i>major image</i>,  a figment) appears. You are then free to go elsewhere while your double moves away. The double appears within range but thereafter moves as you direct it (which requires concentration beginning on the first round after the casting). You can make the figment appear superimposed perfectly over your own body so that observers don't notice an image appearing and you turning invisible. You and the figment can then move in different directions. The double moves at your speed and can talk and gesture as if it were real, but it cannot attack or cast spells, though it can pretend to do so.</p>
      <p>The illusory double lasts as long as you concentrate upon it, plus 3 additional rounds. After you cease concentration, the illusory double continues to carry out the same activity until the duration expires. The <i>greater invisibility</i> lasts for 1 round per level, regardless of concentration.</p>
      <p/>
    

full_text:
      <div topic='Mislead' level='5'><p><h5>Mislead</h5></p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'><tr maxcol='3' curcol='3'><td width='25%'/><td>Illusion (Figment, Glamer)<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:</b><br/></td><td>Bard 5, Luck 6, Sorcerer/Wizard 6, Trickery 6<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:</b><br/></td><td>S<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:</b><br/></td><td>1 standard action<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:</b><br/></td><td>Close (25 ft. + 5 ft./2 levels)<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Target/Effect:</b><br/></td><td>You/one illusory double<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:</b><br/></td><td>1 round/level (D) and concentration + 3 rounds; see text<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:</b><br/></td><td>None or Will disbelief (if interacted with); see text<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:</b><br/></td><td>No<br/></td></tr></table><p>You become invisible (as <i>greater invisibility</i>, a glamer), and at the same time, an illusory double of you (as <i>major image</i>,  a figment) appears. You are then free to go elsewhere while your double moves away. The double appears within range but thereafter moves as you direct it (which requires concentration beginning on the first round after the casting). You can make the figment appear superimposed perfectly over your own body so that observers don't notice an image appearing and you turning invisible. You and the figment can then move in different directions. The double moves at your speed and can talk and gesture as if it were real, but it cannot attack or cast spells, though it can pretend to do so.</p><p>The illusory double lasts as long as you concentrate upon it, plus 3 additional rounds. After you cease concentration, the illusory double continues to carry out the same activity until the duration expires. The <i>greater invisibility</i> lasts for 1 round per level, regardless of concentration.</p><p/>
</div>
    


name: Mnemonic Enhancer
altname: mnemonic enhancer
school: Transmutation
subschool: None
descriptor: None
spellcraft_dc: None
level: Wizard 4
components: V, S, M, F
casting_time: 10 minutes
range: Personal
target: You
area: None
effect: None
duration: Instantaneous
saving_throw: None
spell_resistance: None
short_description: Wizard only. Prepares extra spells or retains one just cast.
to_develop: None
material_components: A piece of string, and ink consisting of squid secretion with black dragon's blood.
arcane_material_components: None
focus: An ivory plaque of at least 50 gp value.
xp_cost: None
arcane_focus: None
wizard_focus: None
verbal_components: None
sorcerer_focus: None
bard_focus: None
cleric_focus: None
druid_focus: None
reference: SRD 3.5 SpellsM-O
description:
      <p>Casting this spell allows you to prepare additional spells or retain spells recently cast. Pick one of these two versions when the spell is cast.</p>
      <p><i>Prepare:</i> You prepare up to three additional levels of spells. A cantrip counts as 1/2 level for this purpose. You prepare and cast these spells normally.</p>
      <p><i>Retain:</i> You retain any spell of 3rd level or lower that you had cast up to 1 round before you started casting the <i>mnemonic enhancer</i>. This restores the previously cast spell to your mind.</p>
      <p>In either event, the spell or spells prepared or retained fade after 24 hours (if not cast).</p>
      <p/>
    

full_text:
      <div topic='Mnemonic Enhancer' level='5'><p><h5>Mnemonic Enhancer</h5></p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'><tr maxcol='3' curcol='3'><td width='25%'/><td>Transmutation<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:</b><br/></td><td>Wizard 4<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:</b><br/></td><td>V, S, M, F<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:</b><br/></td><td>10 minutes<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:</b><br/></td><td>Personal<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Target:</b><br/></td><td>You<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:</b><br/></td><td>Instantaneous<br/></td></tr></table><p>Casting this spell allows you to prepare additional spells or retain spells recently cast. Pick one of these two versions when the spell is cast.</p><p><i>Prepare:</i> You prepare up to three additional levels of spells. A cantrip counts as 1/2 level for this purpose. You prepare and cast these spells normally.</p><p><i>Retain:</i> You retain any spell of 3rd level or lower that you had cast up to 1 round before you started casting the <i>mnemonic enhancer</i>. This restores the previously cast spell to your mind.</p><p>In either event, the spell or spells prepared or retained fade after 24 hours (if not cast).</p><p><i>Material Component:</i> A piece of string, and ink consisting of squid secretion with black dragon's blood.</p><p><i>Focus:</i> An ivory plaque of at least 50 gp value.</p><p/>
</div>
    


name: Modify Memory
altname: modify memory
school: Enchantment
subschool: Compulsion
descriptor: Mind-Affecting
spellcraft_dc: None
level: Bard 4
components: V, S
casting_time: 1 round; see text
range: Close (25 ft. + 5 ft./2 levels)
target: One living creature
area: None
effect: None
duration: Permanent
saving_throw: Will negates
spell_resistance: Yes
short_description: Changes 5 minutes of subject's memories.
to_develop: None
material_components: None
arcane_material_components: None
focus: None
xp_cost: None
arcane_focus: None
wizard_focus: None
verbal_components: None
sorcerer_focus: None
bard_focus: None
cleric_focus: None
druid_focus: None
reference: SRD 3.5 SpellsM-O
description:
      <p>You reach into the subject's mind and modify as many as 5 minutes of its memories in one of the following ways.</p>
      <ul>
 <li> Eliminate all memory of an event the subject actually experienced. This spell cannot negate <i>charm</i>,  <i>geas/quest</i>,  <i>suggestion</i>,  or similar spells.</li>
 <li> Allow the subject to recall with perfect clarity an event it actually experienced.</li>
 <li> Change the details of an event the subject actually experienced.</li>
 <li> Implant a memory of an event the subject never experienced.</li>
</ul>
      <p>Casting the spell takes 1 round. If the subject fails to save, you proceed with the spell by spending as much as 5 minutes (a period of time equal to the amount of memory time you want to modify) visualizing the memory you wish to modify in the subject. If your concentration is disturbed before the visualization is complete, or if the subject is ever beyond the spell's range during this time, the spell is lost.</p>
      <p>A modified memory does not necessarily affect the subject's actions, particularly if it contradicts the creature's natural inclinations. An illogical modified memory is dismissed by the creature as a bad dream or a memory muddied by too much wine.</p>
      <p/>
    

full_text:
      <div topic='Modify Memory' level='5'><p><h5>Modify Memory</h5></p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'><tr maxcol='3' curcol='3'><td width='25%'/><td>Enchantment (Compulsion) [Mind-Affecting]<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:</b><br/></td><td>Bard 4<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:</b><br/></td><td>V, S<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:</b><br/></td><td>1 round; see text<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:</b><br/></td><td>Close (25 ft. + 5 ft./2 levels)<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Target:</b><br/></td><td>One living creature<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:</b><br/></td><td>Permanent<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:</b><br/></td><td>Will negates<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:</b><br/></td><td>Yes<br/></td></tr></table><p>You reach into the subject's mind and modify as many as 5 minutes of its memories in one of the following ways.</p><ul>
 <li> Eliminate all memory of an event the subject actually experienced. This spell cannot negate <i>charm</i>,  <i>geas/quest</i>,  <i>suggestion</i>,  or similar spells.</li>
 <li> Allow the subject to recall with perfect clarity an event it actually experienced.</li>
 <li> Change the details of an event the subject actually experienced.</li>
 <li> Implant a memory of an event the subject never experienced.</li>
</ul><p>Casting the spell takes 1 round. If the subject fails to save, you proceed with the spell by spending as much as 5 minutes (a period of time equal to the amount of memory time you want to modify) visualizing the memory you wish to modify in the subject. If your concentration is disturbed before the visualization is complete, or if the subject is ever beyond the spell's range during this time, the spell is lost.</p><p>A modified memory does not necessarily affect the subject's actions, particularly if it contradicts the creature's natural inclinations. An illogical modified memory is dismissed by the creature as a bad dream or a memory muddied by too much wine.</p><p/>
</div>
    


name: Moment of Prescience
altname: moment of prescience
school: Divination
subschool: None
descriptor: None
spellcraft_dc: None
level: Luck 8, Sorcerer/Wizard 8
components: V, S
casting_time: 1 standard action
range: Personal
target: You
area: None
effect: None
duration: 1 hour/level or until discharged
saving_throw: None
spell_resistance: None
short_description: You gain insight bonus on single attack roll, check, or save.
to_develop: None
material_components: None
arcane_material_components: None
focus: None
xp_cost: None
arcane_focus: None
wizard_focus: None
verbal_components: None
sorcerer_focus: None
bard_focus: None
cleric_focus: None
druid_focus: None
reference: SRD 3.5 SpellsM-O
description:
      <p>This spell grants you a powerful sixth sense in relation to yourself. Once during the spell's duration, you may choose to use its effect. This spell grants you an insight bonus equal to your caster level (maximum +25) on any single attack roll, opposed ability or skill check, or saving throw. Alternatively, you can apply the insight bonus to your AC against a single attack (even if flat-footed). Activating the effect doesn't take an action; you can even activate it on another character's turn if needed. You must choose to use the <i>moment of prescience</i> before you make the roll it is to modify. Once used, the spell ends.</p>
      <p>You can't have more than one <i>moment of prescience</i> active on you at the same time.</p>
      <p/>
    

full_text:
      <div topic='Moment of Prescience' level='5'><p><h5>Moment of Prescience</h5></p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'><tr maxcol='3' curcol='3'><td width='25%'/><td>Divination<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:</b><br/></td><td>Luck 8, Sorcerer/Wizard 8<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:</b><br/></td><td>V, S<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:</b><br/></td><td>1 standard action<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:</b><br/></td><td>Personal<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Target:</b><br/></td><td>You<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:</b><br/></td><td>1 hour/level or until discharged<br/></td></tr></table><p>This spell grants you a powerful sixth sense in relation to yourself. Once during the spell's duration, you may choose to use its effect. This spell grants you an insight bonus equal to your caster level (maximum +25) on any single attack roll, opposed ability or skill check, or saving throw. Alternatively, you can apply the insight bonus to your AC against a single attack (even if flat-footed). Activating the effect doesn't take an action; you can even activate it on another character's turn if needed. You must choose to use the <i>moment of prescience</i> before you make the roll it is to modify. Once used, the spell ends.</p><p>You can't have more than one <i>moment of prescience</i> active on you at the same time.</p><p/>
</div>
    


name: Mount
altname: mount
school: Conjuration
subschool: Summoning
descriptor: None
spellcraft_dc: None
level: Sorcerer/Wizard 1
components: V, S, M
casting_time: 1 round
range: Close (25 ft. + 5 ft./2 levels)
target: None
area: None
effect: One mount
duration: 2 hours/level (D)
saving_throw: None
spell_resistance: No
short_description: Summons riding horse for 2 hours/level.
to_develop: None
material_components: A bit of horse hair.
arcane_material_components: None
focus: None
xp_cost: None
arcane_focus: None
wizard_focus: None
verbal_components: None
sorcerer_focus: None
bard_focus: None
cleric_focus: None
druid_focus: None
reference: SRD 3.5 SpellsM-O
description:
      <p>You summon a light horse or a pony (your choice) to serve you as a mount. The steed serves willingly and well. The mount comes with a bit and bridle and a riding saddle.</p>
      <p/>
    

full_text:
      <div topic='Mount' level='5'><p><h5>Mount</h5></p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'><tr maxcol='3' curcol='3'><td width='25%'/><td>Conjuration (Summoning)<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:</b><br/></td><td>Sorcerer/Wizard 1<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:</b><br/></td><td>V, S, M<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:</b><br/></td><td>1 round<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:</b><br/></td><td>Close (25 ft. + 5 ft./2 levels)<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Effect:</b><br/></td><td>One mount<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:</b><br/></td><td>2 hours/level (D)<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:</b><br/></td><td>None<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:</b><br/></td><td>No<br/></td></tr></table><p>You summon a light horse or a pony (your choice) to serve you as a mount. The steed serves willingly and well. The mount comes with a bit and bridle and a riding saddle.</p><p><i>Material Component:</i> A bit of horse hair.</p><p/>
</div>
    


name: Move Earth
altname: move earth
school: Transmutation
subschool: None
descriptor: Earth
spellcraft_dc: None
level: Druid 6, Sorcerer/Wizard 6
components: V, S, M
casting_time: See text
range: Long (400 ft. + 40 ft./level)
target: None
area: Dirt in an area up to 750 ft. square and up to 10 ft. deep (S)
effect: None
duration: Instantaneous
saving_throw: None
spell_resistance: No
short_description: Digs trenches and build hills.
to_develop: None
material_components: A mixture of soils (clay, loam, and sand) in a small bag, and an iron blade.
arcane_material_components: None
focus: None
xp_cost: None
arcane_focus: None
wizard_focus: None
verbal_components: None
sorcerer_focus: None
bard_focus: None
cleric_focus: None
druid_focus: None
reference: SRD 3.5 SpellsM-O
description:
      <p><i>Move earth</i> moves dirt (clay, loam, sand), possibly collapsing embankments, moving hillocks, shifting dunes, and so forth.</p>
      <p>However, in no event can rock formations be collapsed or moved. The area to be affected determines the casting time. For every 150-foot square (up to 10 feet deep), casting takes 10 minutes. The maximum area, 750 feet by 750 feet, takes 4 hours and 10 minutes to move.</p>
      <p>This spell does not violently break the surface of the ground. Instead, it creates wavelike crests and troughs, with the earth reacting with glacierlike fluidity until the desired result is achieved. Trees, structures, rock formations, and such are mostly unaffected except for changes in elevation and relative topography.</p>
      <p>The spell cannot be used for tunneling and is generally too slow to trap or bury creatures. Its primary use is for digging or filling moats or for adjusting terrain contours before a battle.</p>
      <p>This spell has no effect on earth creatures.</p>
      <p/>
    

full_text:
      <div topic='Move Earth' level='5'><p><h5>Move Earth</h5></p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'><tr maxcol='3' curcol='3'><td width='25%'/><td>Transmutation [Earth]<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:</b><br/></td><td>Druid 6, Sorcerer/Wizard 6<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:</b><br/></td><td>V, S, M<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:</b><br/></td><td>See text<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:</b><br/></td><td>Long (400 ft. + 40 ft./level)<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Area:</b><br/></td><td>Dirt in an area up to 750 ft. square and up to 10 ft. deep (S)<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:</b><br/></td><td>Instantaneous<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:</b><br/></td><td>None<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:</b><br/></td><td>No<br/></td></tr></table><p><i>Move earth</i> moves dirt (clay, loam, sand), possibly collapsing embankments, moving hillocks, shifting dunes, and so forth.</p><p>However, in no event can rock formations be collapsed or moved. The area to be affected determines the casting time. For every 150-foot square (up to 10 feet deep), casting takes 10 minutes. The maximum area, 750 feet by 750 feet, takes 4 hours and 10 minutes to move.</p><p>This spell does not violently break the surface of the ground. Instead, it creates wavelike crests and troughs, with the earth reacting with glacierlike fluidity until the desired result is achieved. Trees, structures, rock formations, and such are mostly unaffected except for changes in elevation and relative topography.</p><p>The spell cannot be used for tunneling and is generally too slow to trap or bury creatures. Its primary use is for digging or filling moats or for adjusting terrain contours before a battle.</p><p>This spell has no effect on earth creatures.</p><p><i>Material Component:</i> A mixture of soils (clay, loam, and sand) in a small bag, and an iron blade.</p><p/>
</div>
    


name: Neutralize Poison
altname: neutralize poison
school: Conjuration
subschool: Healing
descriptor: None
spellcraft_dc: None
level: Bard 4, Cleric 4, Druid 3, Paladin 4, Ranger 3
components: V, S, M/DF
casting_time: 1 standard action
range: Touch
target: Creature or object of up to 1 cu. ft./level touched
area: None
effect: None
duration: 10 min./level
saving_throw: Will negates (harmless, object)
spell_resistance: Yes (harmless, object)
short_description: Immunizes subject against poison, detoxifies venom in or on subject.
to_develop: None
material_components: None
arcane_material_components: A bit of charcoal.
focus: None
xp_cost: None
arcane_focus: None
wizard_focus: None
verbal_components: None
sorcerer_focus: None
bard_focus: None
cleric_focus: None
druid_focus: None
reference: SRD 3.5 SpellsM-O
description:
      <p>You detoxify any sort of venom in the creature or object touched. A poisoned creature suffers no additional effects from the poison, and any temporary effects are ended, but the spell does not reverse instantaneous effects, such as hit point damage, temporary ability damage, or effects that don't go away on their own.</p>
      <p>The creature is immune to any poison it is exposed to during the duration of the spell. Unlike with <i>delay poison</i>, such effects aren't postponed until after the duration -the creature need not make any saves against poison effects applied to it during the length of the spell.</p>
      <p>This spell can instead neutralize the poison in a poisonous creature or object for the duration of the spell, at the caster's option.</p>
      <p/>
    

full_text:
      <div topic='Neutralize Poison' level='5'><p><h5>Neutralize Poison</h5></p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'><tr maxcol='3' curcol='3'><td width='25%'/><td>Conjuration (Healing)<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:</b><br/></td><td>Bard 4, Cleric 4, Druid 3, Paladin 4, Ranger 3<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:</b><br/></td><td>V, S, M/DF<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:</b><br/></td><td>1 standard action<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:</b><br/></td><td>Touch<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Target:</b><br/></td><td>Creature or object of up to 1 cu. ft./level touched<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:</b><br/></td><td>10 min./level<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:</b><br/></td><td>Will negates (harmless, object)<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:</b><br/></td><td>Yes (harmless, object)<br/></td></tr></table><p>You detoxify any sort of venom in the creature or object touched. A poisoned creature suffers no additional effects from the poison, and any temporary effects are ended, but the spell does not reverse instantaneous effects, such as hit point damage, temporary ability damage, or effects that don't go away on their own.</p><p>The creature is immune to any poison it is exposed to during the duration of the spell. Unlike with <i>delay poison</i>, such effects aren't postponed until after the duration -the creature need not make any saves against poison effects applied to it during the length of the spell.</p><p>This spell can instead neutralize the poison in a poisonous creature or object for the duration of the spell, at the caster's option.</p><p><i>Arcane Material Component:</i> A bit of charcoal.</p><p/>
</div>
    


name: Nightmare
altname: nightmare
school: Illusion
subschool: Phantasm
descriptor: Mind-Affecting, Evil
spellcraft_dc: None
level: Bard 5, Sorcerer/Wizard 5
components: V, S
casting_time: 10 minutes
range: Unlimited
target: One living creature
area: None
effect: None
duration: Instantaneous
saving_throw: Will negates; see text
spell_resistance: Yes
short_description: Sends vision dealing 1d10 damage, fatigue.
to_develop: None
material_components: None
arcane_material_components: None
focus: None
xp_cost: None
arcane_focus: None
wizard_focus: None
verbal_components: None
sorcerer_focus: None
bard_focus: None
cleric_focus: None
druid_focus: None
reference: SRD 3.5 SpellsM-O
description:
      <p>You send a hideous and unsettling phantasmal vision to a specific creature that you name or otherwise specifically designate.</p>
      <p>The <i>nightmare</i> prevents restful sleep and causes 1d10 points of damage. The <i>nightmare</i> leaves the subject fatigued and unable to regain arcane spells for the next 24 hours.</p>
      <p>The difficulty of the save depends on how well you know the subject and what sort of physical connection (if any) you have to that creature.</p>
      <table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'>

<tr maxcol='3' curcol='3'>
<td><b>Knowledge</b><br/></td>
<td><b>Will Save Modifier</b><br/></td>

</tr>

<tr maxcol='3' curcol='3'>
<td>None<sup><b>1</b></sup><br/></td>
<td>+10<br/></td>

</tr>
<tr maxcol='3' curcol='3'>
<td>Secondhand (you have heard of the subject)<br/></td>
<td>+5<br/></td>

</tr>
<tr maxcol='3' curcol='3'>
<td>Firsthand (you have met the subject)<br/></td>
<td>+0<br/></td>

</tr>
<tr maxcol='3' curcol='3'>
<td>Familiar (you know the subject well)<br/></td>
<td>-5<br/></td>

</tr>

<tr maxcol='3' curcol='2'>
<td colspan='2'>1 You must have some sort of connection to a creature you have no knowledge of.<br/></td>

</tr>
</table>
      <p/>
      <table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'>

<tr maxcol='3' curcol='3'>
<td><b>Connection</b><br/></td>
<td><b>Will Save Modifier</b><br/></td>

</tr>

<tr maxcol='3' curcol='3'>
<td>Likeness or picture<br/></td>
<td>-2<br/></td>

</tr>
<tr maxcol='3' curcol='3'>
<td>Possession or garment<br/></td>
<td>-4<br/></td>

</tr>

<tr maxcol='3' curcol='3'>
<td>Body part, lock of hair, bit of nail, etc.<br/></td>
<td>-10<br/></td>

</tr>
</table>
      <p><i>Dispel evil</i> cast on the subject while you are casting the spell dispels the <i>nightmare</i> and causes you to be stunned for 10 minutes per caster level of the <i>dispel evil</i>.</p>
      <p>If the recipient is awake when the spell begins, you can choose to cease casting (ending the spell) or to enter a trance until the recipient goes to sleep, whereupon you become alert again and complete the casting. If you are disturbed during the trance, you must succeed on a Concentration check as if you were in the midst of casting a spell or the spell ends.</p>
      <p>If you choose to enter a trance, you are not aware of your surroundings or the activities around you while in the trance.</p>
      <p>You are defenseless, both physically and mentally, while in the trance. (You always fail any saving throw, for example.)</p>
      <p>Creatures who don't sleep (such as elves, but not half-elves) or dream are immune to this spell.</p>
      <p/>
    

full_text:
      <div topic='Nightmare' level='5'><p><h5>Nightmare</h5></p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'><tr maxcol='3' curcol='3'><td width='25%'/><td>Illusion (Phantasm) [Mind-Affecting, Evil]<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:</b><br/></td><td>Bard 5, Sorcerer/Wizard 5<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:</b><br/></td><td>V, S<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:</b><br/></td><td>10 minutes<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:</b><br/></td><td>Unlimited<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Target:</b><br/></td><td>One living creature<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:</b><br/></td><td>Instantaneous<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:</b><br/></td><td>Will negates; see text<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:</b><br/></td><td>Yes<br/></td></tr></table><p>You send a hideous and unsettling phantasmal vision to a specific creature that you name or otherwise specifically designate.</p><p>The <i>nightmare</i> prevents restful sleep and causes 1d10 points of damage. The <i>nightmare</i> leaves the subject fatigued and unable to regain arcane spells for the next 24 hours.</p><p>The difficulty of the save depends on how well you know the subject and what sort of physical connection (if any) you have to that creature.</p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'>

<tr maxcol='3' curcol='3'>
<td><b>Knowledge</b><br/></td>
<td><b>Will Save Modifier</b><br/></td>

</tr>

<tr maxcol='3' curcol='3'>
<td>None<sup><b>1</b></sup><br/></td>
<td>+10<br/></td>

</tr>
<tr maxcol='3' curcol='3'>
<td>Secondhand (you have heard of the subject)<br/></td>
<td>+5<br/></td>

</tr>
<tr maxcol='3' curcol='3'>
<td>Firsthand (you have met the subject)<br/></td>
<td>+0<br/></td>

</tr>
<tr maxcol='3' curcol='3'>
<td>Familiar (you know the subject well)<br/></td>
<td>-5<br/></td>

</tr>

<tr maxcol='3' curcol='2'>
<td colspan='2'>1 You must have some sort of connection to a creature you have no knowledge of.<br/></td>

</tr>
</table><p/><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'>

<tr maxcol='3' curcol='3'>
<td><b>Connection</b><br/></td>
<td><b>Will Save Modifier</b><br/></td>

</tr>

<tr maxcol='3' curcol='3'>
<td>Likeness or picture<br/></td>
<td>-2<br/></td>

</tr>
<tr maxcol='3' curcol='3'>
<td>Possession or garment<br/></td>
<td>-4<br/></td>

</tr>

<tr maxcol='3' curcol='3'>
<td>Body part, lock of hair, bit of nail, etc.<br/></td>
<td>-10<br/></td>

</tr>
</table><p><i>Dispel evil</i> cast on the subject while you are casting the spell dispels the <i>nightmare</i> and causes you to be stunned for 10 minutes per caster level of the <i>dispel evil</i>.</p><p>If the recipient is awake when the spell begins, you can choose to cease casting (ending the spell) or to enter a trance until the recipient goes to sleep, whereupon you become alert again and complete the casting. If you are disturbed during the trance, you must succeed on a Concentration check as if you were in the midst of casting a spell or the spell ends.</p><p>If you choose to enter a trance, you are not aware of your surroundings or the activities around you while in the trance.</p><p>You are defenseless, both physically and mentally, while in the trance. (You always fail any saving throw, for example.)</p><p>Creatures who don't sleep (such as elves, but not half-elves) or dream are immune to this spell.</p><p/>
</div>
    


name: Nondetection
altname: nondetection
school: Abjuration
subschool: None
descriptor: None
spellcraft_dc: None
level: Ranger 4, Sorcerer/Wizard 3, Trickery 3
components: V, S, M
casting_time: 1 standard action
range: Touch
target: Creature or object touched
area: None
effect: None
duration: 1 hour/level
saving_throw: Will negates (harmless, object)
spell_resistance: Yes (harmless, object)
short_description: Hides subject from divination, scrying.
to_develop: None
material_components: A pinch of diamond dust worth 50 gp.
arcane_material_components: None
focus: None
xp_cost: None
arcane_focus: None
wizard_focus: None
verbal_components: None
sorcerer_focus: None
bard_focus: None
cleric_focus: None
druid_focus: None
reference: SRD 3.5 SpellsM-O
description:
      <p>The warded creature or object becomes difficult to detect by divination spells such as <i>clairaudience/clairvoyance</i>,  <i>locate object</i>,  and <i>detect</i> spells. <i>Nondetection</i> also prevents location by such magic items as <i>crystal balls</i>. If a divination is attempted against the warded creature or item, the caster of the divination must succeed on a caster level check (1d20 + caster level) against a DC of 11 + the caster level of the spellcaster who cast <i>nondetection</i>. If you cast <i>Nondetection</i> on yourself or on an item currently in your possession, the DC is 15 + your caster level.</p>
      <p>If cast on a creature, <i>Nondetection</i> wards the creature's gear as well as the creature itself.</p>
      <p/>
    

full_text:
      <div topic='Nondetection' level='5'><p><h5>Nondetection</h5></p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'><tr maxcol='3' curcol='3'><td width='25%'/><td>Abjuration<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:</b><br/></td><td>Ranger 4, Sorcerer/Wizard 3, Trickery 3<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:</b><br/></td><td>V, S, M<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:</b><br/></td><td>1 standard action<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:</b><br/></td><td>Touch<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Target:</b><br/></td><td>Creature or object touched<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:</b><br/></td><td>1 hour/level<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:</b><br/></td><td>Will negates (harmless, object)<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:</b><br/></td><td>Yes (harmless, object)<br/></td></tr></table><p>The warded creature or object becomes difficult to detect by divination spells such as <i>clairaudience/clairvoyance</i>,  <i>locate object</i>,  and <i>detect</i> spells. <i>Nondetection</i> also prevents location by such magic items as <i>crystal balls</i>. If a divination is attempted against the warded creature or item, the caster of the divination must succeed on a caster level check (1d20 + caster level) against a DC of 11 + the caster level of the spellcaster who cast <i>nondetection</i>. If you cast <i>Nondetection</i> on yourself or on an item currently in your possession, the DC is 15 + your caster level.</p><p>If cast on a creature, <i>Nondetection</i> wards the creature's gear as well as the creature itself.</p><p><i>Material Component:</i> A pinch of diamond dust worth 50 gp.</p><p/>
</div>
    


name: Obscure Object
altname: obscure object
school: Abjuration
subschool: None
descriptor: None
spellcraft_dc: None
level: Bard 1, Cleric 3, Sorcerer/Wizard 2
components: V, S, M/DF
casting_time: 1 standard action
range: Touch
target: One object touched of up to 100 lb./level
area: None
effect: None
duration: 8 hours (D)
saving_throw: Will negates (object)
spell_resistance: Yes (object)
short_description: Masks object against scrying.
to_develop: None
material_components: None
arcane_material_components: A piece of chameleon skin.
focus: None
xp_cost: None
arcane_focus: None
wizard_focus: None
verbal_components: None
sorcerer_focus: None
bard_focus: None
cleric_focus: None
druid_focus: None
reference: SRD 3.5 SpellsM-O
description:
      <p>This spell hides an object from location by divination (scrying) effects, such as the <i>scrying</i> spell or a <i>crystal ball</i>. Such an attempt automatically fails (if the divination is targeted on the object) or fails to perceive the object (if the divination is targeted on a nearby location, object, or person).</p>
      <p/>
    

full_text:
      <div topic='Obscure Object' level='5'><p><h5>Obscure Object</h5></p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'><tr maxcol='3' curcol='3'><td width='25%'/><td>Abjuration<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:</b><br/></td><td>Bard 1, Cleric 3, Sorcerer/Wizard 2<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:</b><br/></td><td>V, S, M/DF<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:</b><br/></td><td>1 standard action<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:</b><br/></td><td>Touch<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Target:</b><br/></td><td>One object touched of up to 100 lb./level<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:</b><br/></td><td>8 hours (D)<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:</b><br/></td><td>Will negates (object)<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:</b><br/></td><td>Yes (object)<br/></td></tr></table><p>This spell hides an object from location by divination (scrying) effects, such as the <i>scrying</i> spell or a <i>crystal ball</i>. Such an attempt automatically fails (if the divination is targeted on the object) or fails to perceive the object (if the divination is targeted on a nearby location, object, or person).</p><p><i>Arcane Material Component:</i> A piece of chameleon skin.</p><p/>
</div>
    


name: Obscuring Mist
altname: obscuring mist
school: Conjuration
subschool: Creation
descriptor: None
spellcraft_dc: None
level: Air 1, Cleric 1, Druid 1, Sorcerer/Wizard 1, Water 1
components: V, S
casting_time: 1 standard action
range: 20 ft.
target: None
area: None
effect: Cloud spreads in 20-ft. radius from you, 20 ft. high
duration: 1 min./level
saving_throw: None
spell_resistance: No
short_description: Fog surrounds you.
to_develop: None
material_components: None
arcane_material_components: None
focus: None
xp_cost: None
arcane_focus: None
wizard_focus: None
verbal_components: None
sorcerer_focus: None
bard_focus: None
cleric_focus: None
druid_focus: None
reference: SRD 3.5 SpellsM-O
description:
      <p>A misty vapor arises around you. It is stationary once created. The vapor obscures all sight, including darkvision, beyond 5 feet. A creature 5 feet away has concealment (attacks have a 20% miss chance). Creatures farther away have total concealment (50% miss chance, and the attacker cannot use sight to locate the target).</p>
      <p>A moderate wind (11+ mph), such as from a <i>gust of wind</i> spell, disperses the fog in 4 rounds. A strong wind (21+ mph) disperses the fog in 1 round. A <i>fireball</i>,  <i>flame strike</i>, or similar spell burns away the fog in the explosive or fiery spell's area. A <i>wall of fire</i> burns away the fog in the area into which it deals damage.</p>
      <p>This spell does not function underwater.</p>
      <p/>
    

full_text:
      <div topic='Obscuring Mist' level='5'><p><h5>Obscuring Mist</h5></p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'><tr maxcol='3' curcol='3'><td width='25%'/><td>Conjuration (Creation)<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:</b><br/></td><td>Air 1, Cleric 1, Druid 1, Sorcerer/Wizard 1, Water 1<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:</b><br/></td><td>V, S<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:</b><br/></td><td>1 standard action<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:</b><br/></td><td>20 ft.<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Effect:</b><br/></td><td>Cloud spreads in 20-ft. radius from you, 20 ft. high<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:</b><br/></td><td>1 min./level<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:</b><br/></td><td>None<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:</b><br/></td><td>No<br/></td></tr></table><p>A misty vapor arises around you. It is stationary once created. The vapor obscures all sight, including darkvision, beyond 5 feet. A creature 5 feet away has concealment (attacks have a 20% miss chance). Creatures farther away have total concealment (50% miss chance, and the attacker cannot use sight to locate the target).</p><p>A moderate wind (11+ mph), such as from a <i>gust of wind</i> spell, disperses the fog in 4 rounds. A strong wind (21+ mph) disperses the fog in 1 round. A <i>fireball</i>,  <i>flame strike</i>, or similar spell burns away the fog in the explosive or fiery spell's area. A <i>wall of fire</i> burns away the fog in the area into which it deals damage.</p><p>This spell does not function underwater.</p><p/>
</div>
    


name: Open/Close
altname: open/close
school: Transmutation
subschool: None
descriptor: None
spellcraft_dc: None
level: Bard 0, Sorcerer/Wizard 0
components: V, S, F
casting_time: 1 standard action
range: Close (25 ft. + 5 ft./2 levels)
target: Object weighing up to 30 lb. or portal that can be opened or closed
area: None
effect: None
duration: Instantaneous
saving_throw: Will negates (object)
spell_resistance: Yes (object)
short_description: Opens or closes small or light things.
to_develop: None
material_components: None
arcane_material_components: None
focus: A brass key.
xp_cost: None
arcane_focus: None
wizard_focus: None
verbal_components: None
sorcerer_focus: None
bard_focus: None
cleric_focus: None
druid_focus: None
reference: SRD 3.5 SpellsM-O
description:
      <p>You can open or close (your choice) a door, chest, box, window, bag, pouch, bottle, barrel, or other container. If anything resists this activity (such as a bar on a door or a lock on a chest), the spell fails. In addition, the spell can only open and close things weighing 30 pounds or less. Thus, doors, chests, and similar objects sized for enormous creatures may be beyond this spell's ability to affect.</p>
      <p/>
    

full_text:
      <div topic='Open/Close' level='5'><p><h5>Open/Close</h5></p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'><tr maxcol='3' curcol='3'><td width='25%'/><td>Transmutation<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:</b><br/></td><td>Bard 0, Sorcerer/Wizard 0<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:</b><br/></td><td>V, S, F<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:</b><br/></td><td>1 standard action<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:</b><br/></td><td>Close (25 ft. + 5 ft./2 levels)<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Target:</b><br/></td><td>Object weighing up to 30 lb. or portal that can be opened or closed<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:</b><br/></td><td>Instantaneous<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:</b><br/></td><td>Will negates (object)<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:</b><br/></td><td>Yes (object)<br/></td></tr></table><p>You can open or close (your choice) a door, chest, box, window, bag, pouch, bottle, barrel, or other container. If anything resists this activity (such as a bar on a door or a lock on a chest), the spell fails. In addition, the spell can only open and close things weighing 30 pounds or less. Thus, doors, chests, and similar objects sized for enormous creatures may be beyond this spell's ability to affect.</p><p><i>Focus:</i> A brass key.</p><p/>
</div>
    


name: Order's Wrath
altname: order's wrath
school: Evocation
subschool: None
descriptor: Lawful
spellcraft_dc: None
level: Law 4
components: V, S
casting_time: 1 standard action
range: Medium (100 ft. + 10 ft./level)
target: None
area: Nonlawful creatures within a burst that fills a 30-ft. cube
effect: None
duration: Instantaneous (1 round); see text
saving_throw: Will partial; see text
spell_resistance: Yes
short_description: Damages and dazes chaotic creatures.
to_develop: None
material_components: None
arcane_material_components: None
focus: None
xp_cost: None
arcane_focus: None
wizard_focus: None
verbal_components: None
sorcerer_focus: None
bard_focus: None
cleric_focus: None
druid_focus: None
reference: SRD 3.5 SpellsM-O
description:
      <p>You channel lawful power to smite enemies. The power takes the form of a three-dimensional grid of energy. Only chaotic and neutral (not lawful) creatures are harmed by the spell.</p>
      <p>The spell deals 1d8 points of damage per two caster levels (maximum 5d8) to chaotic creatures (or 1d6 points of damage per caster level, maximum 10d6, to chaotic outsiders) and causes them to be dazed for 1 round. A successful Will save reduces the damage to half and negates the daze effect.</p>
      <p>The spell deals only half damage to creatures who are neither chaotic nor lawful, and they are not dazed. They can reduce the damage in half again (down to one-quarter of the roll) with a successful Will save.</p>
      <p/>
    

full_text:
      <div topic='Order's Wrath' level='5'><p><h5>Order's Wrath</h5></p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'><tr maxcol='3' curcol='3'><td width='25%'/><td>Evocation [Lawful]<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:</b><br/></td><td>Law 4<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:</b><br/></td><td>V, S<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:</b><br/></td><td>1 standard action<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:</b><br/></td><td>Medium (100 ft. + 10 ft./level)<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Area:</b><br/></td><td>Nonlawful creatures within a burst that fills a 30-ft. cube<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:</b><br/></td><td>Instantaneous (1 round); see text<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:</b><br/></td><td>Will partial; see text<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:</b><br/></td><td>Yes<br/></td></tr></table><p>You channel lawful power to smite enemies. The power takes the form of a three-dimensional grid of energy. Only chaotic and neutral (not lawful) creatures are harmed by the spell.</p><p>The spell deals 1d8 points of damage per two caster levels (maximum 5d8) to chaotic creatures (or 1d6 points of damage per caster level, maximum 10d6, to chaotic outsiders) and causes them to be dazed for 1 round. A successful Will save reduces the damage to half and negates the daze effect.</p><p>The spell deals only half damage to creatures who are neither chaotic nor lawful, and they are not dazed. They can reduce the damage in half again (down to one-quarter of the roll) with a successful Will save.</p><p/>
</div>
    


name: Overland Flight
altname: overland flight
school: Transmutation
subschool: None
descriptor: None
spellcraft_dc: None
level: Sorcerer/Wizard 5
components: V, S
casting_time: 1 standard action
range: Personal
target: You
area: None
effect: None
duration: 1 hour/level
saving_throw: Will negates (harmless)
spell_resistance: Yes (harmless)
short_description: You fly at a speed of 40 ft. and can hustle over long distances.
to_develop: None
material_components: None
arcane_material_components: None
focus: None
xp_cost: None
arcane_focus: A wing feather from any bird.
wizard_focus: None
verbal_components: None
sorcerer_focus: None
bard_focus: None
cleric_focus: None
druid_focus: None
reference: SRD 3.5 SpellsM-O
description:
      <p>This spell functions like a <i>fly</i> spell, except you can fly at a speed of 40 feet (30 feet if wearing medium or heavy armor, or if carrying a medium or heavy load) with average maneuverability. When using this spell for long-distance movement, you can hustle without taking nonlethal damage (a forced march still requires Constitution checks). This means you can cover 64 miles in an eight-hour period of flight (or 48 miles at a speed of 30 feet).</p>
      <p/>
    

full_text:
      <div topic='Overland Flight' level='5'><p><h5>Overland Flight</h5></p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'><tr maxcol='3' curcol='3'><td width='25%'/><td>Transmutation<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:</b><br/></td><td>Sorcerer/Wizard 5<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:</b><br/></td><td>V, S<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:</b><br/></td><td>Personal<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Target:</b><br/></td><td>You<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:</b><br/></td><td>1 hour/level<br/></td></tr></table><p>This spell functions like a <i>fly</i> spell, except you can fly at a speed of 40 feet (30 feet if wearing medium or heavy armor, or if carrying a medium or heavy load) with average maneuverability. When using this spell for long-distance movement, you can hustle without taking nonlethal damage (a forced march still requires Constitution checks). This means you can cover 64 miles in an eight-hour period of flight (or 48 miles at a speed of 30 feet).</p><p/>
</div>
    


name: Owl's Wisdom
altname: owl's wisdom
school: Transmutation
subschool: None
descriptor: None
spellcraft_dc: None
level: Cleric 2, Druid 2, Paladin 2, Ranger 2, Sorcerer/Wizard 2
components: V, S, M/DF
casting_time: 1 standard action
range: Touch
target: Creature touched
area: None
effect: None
duration: 1 min./level
saving_throw: Will negates (harmless)
spell_resistance: Yes
short_description: Subject gains +4 to Wis for 1 min./level.
to_develop: None
material_components: None
arcane_material_components: A few feathers, or a pinch of droppings, from an owl.
focus: None
xp_cost: None
arcane_focus: None
wizard_focus: None
verbal_components: None
sorcerer_focus: None
bard_focus: None
cleric_focus: None
druid_focus: None
reference: SRD 3.5 SpellsM-O
description:
      <p>The transmuted creature becomes wiser. The spell grants a +4 enhancement bonus to Wisdom, adding the usual benefit to Wisdom-related skills. Clerics, druids, paladins, and rangers (and other Wisdom-based spellcasters) who receive <i>owl's wisdom</i> do not gain any additional bonus spells for the increased Wisdom, but the save DCs for their spells increase.</p>
      <p/>
    

full_text:
      <div topic='Owl's Wisdom' level='5'><p><h5>Owl's Wisdom</h5></p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'><tr maxcol='3' curcol='3'><td width='25%'/><td>Transmutation<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:</b><br/></td><td>Cleric 2, Druid 2, Paladin 2, Ranger 2, Sorcerer/Wizard 2<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:</b><br/></td><td>V, S, M/DF<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:</b><br/></td><td>1 standard action<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:</b><br/></td><td>Touch<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Target:</b><br/></td><td>Creature touched<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:</b><br/></td><td>1 min./level<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:</b><br/></td><td>Will negates (harmless)<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:</b><br/></td><td>Yes<br/></td></tr></table><p>The transmuted creature becomes wiser. The spell grants a +4 enhancement bonus to Wisdom, adding the usual benefit to Wisdom-related skills. Clerics, druids, paladins, and rangers (and other Wisdom-based spellcasters) who receive <i>owl's wisdom</i> do not gain any additional bonus spells for the increased Wisdom, but the save DCs for their spells increase.</p><p><i>Arcane Material Component:</i> A few feathers, or a pinch of droppings, from an owl.</p><p/>
</div>
    


name: Owl's Wisdom, Mass
altname: mass owl's wisdom
school: Transmutation
subschool: None
descriptor: None
spellcraft_dc: None
level: Cleric 6, Druid 6, Sorcerer/Wizard 6
components: V, S, M/DF
casting_time: 1 standard action
range: Close (25 ft. + 5 ft./2 levels)
target: One creature/level, no two of which can be more than 30 ft. apart
area: None
effect: None
duration: 1 min./level
saving_throw: Will negates (harmless)
spell_resistance: Yes
short_description: As owl's wisdom, affects one subject/level.
to_develop: None
material_components: None
arcane_material_components: A few feathers, or a pinch of droppings, from an owl.
focus: None
xp_cost: None
arcane_focus: None
wizard_focus: None
verbal_components: None
sorcerer_focus: None
bard_focus: None
cleric_focus: None
druid_focus: None
reference: SRD 3.5 SpellsM-O
description:
      <p>This spell functions like <i>owl's wisdom</i>, except that it affects multiple creatures.</p>
      <p/>
    

full_text:
      <div topic='Owl's Wisdom, Mass' level='5'><p><h5>Owl's Wisdom, Mass</h5></p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'><tr maxcol='3' curcol='3'><td width='25%'/><td>Transmutation<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:</b><br/></td><td>Cleric 6, Druid 6, Sorcerer/Wizard 6<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:</b><br/></td><td>Close (25 ft. + 5 ft./2 levels)<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Target:</b><br/></td><td>One creature/level, no two of which can be more than 30 ft. apart<br/></td></tr></table><p>This spell functions like <i>owl's wisdom</i>, except that it affects multiple creatures.</p><p/>
</div>
    


name: Passwall
altname: passwall
school: Transmutation
subschool: None
descriptor: None
spellcraft_dc: None
level: Sorcerer/Wizard 5
components: V, S, M
casting_time: 1 standard action
range: Touch
target: None
area: None
effect: 5 ft. by 8 ft. opening, 10 ft. deep plus 5 ft. deep per three additional levels
duration: 1 hour/level (D)
saving_throw: None
spell_resistance: No
short_description: Creates passage through wood or stone wall.
to_develop: None
material_components: A pinch of sesame seeds.
arcane_material_components: None
focus: None
xp_cost: None
arcane_focus: None
wizard_focus: None
verbal_components: None
sorcerer_focus: None
bard_focus: None
cleric_focus: None
druid_focus: None
reference: SRD 3.5 SpellsP-R
description:
      <p>You create a passage through wooden, plaster, or stone walls, but not through metal or other harder materials. The passage is 10 feet deep plus an additional 5 feet deep per three caster levels above 9th (15 feet at 12th, 20 feet at 15th, and a maximum of 25 feet deep at 18th level). If the wall's thickness is more than the depth of the passage created, then a single <i>passwall</i> simply makes a niche or short tunnel. Several <i>passwall</i> spells can then form a continuing passage to breach very thick walls. When <i>passwall</i> ends, creatures within the passage are ejected out the nearest exit. If someone dispels the <i>passwall</i> or you dismiss it, creatures in the passage are ejected out the far exit, if there is one, or out the sole exit if there is only one.</p>
      <p/>
    

full_text:
      <div topic='Passwall' level='5'><p><h5>Passwall</h5></p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'><tr maxcol='3' curcol='3'><td width='25%'/><td>Transmutation<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:</b><br/></td><td>Sorcerer/Wizard 5<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:</b><br/></td><td>V, S, M<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:</b><br/></td><td>1 standard action<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:</b><br/></td><td>Touch<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Effect:</b><br/></td><td>5 ft. by 8 ft. opening, 10 ft. deep plus 5 ft. deep per three additional levels<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:</b><br/></td><td>1 hour/level (D)<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:</b><br/></td><td>None<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:</b><br/></td><td>No<br/></td></tr></table><p>You create a passage through wooden, plaster, or stone walls, but not through metal or other harder materials. The passage is 10 feet deep plus an additional 5 feet deep per three caster levels above 9th (15 feet at 12th, 20 feet at 15th, and a maximum of 25 feet deep at 18th level). If the wall's thickness is more than the depth of the passage created, then a single <i>passwall</i> simply makes a niche or short tunnel. Several <i>passwall</i> spells can then form a continuing passage to breach very thick walls. When <i>passwall</i> ends, creatures within the passage are ejected out the nearest exit. If someone dispels the <i>passwall</i> or you dismiss it, creatures in the passage are ejected out the far exit, if there is one, or out the sole exit if there is only one.</p><p><i>Material Component:</i> A pinch of sesame seeds.</p><p/>
</div>
    


name: Pass without Trace
altname: pass without trace
school: Transmutation
subschool: None
descriptor: None
spellcraft_dc: None
level: Druid 1, Ranger 1
components: V, S, DF
casting_time: 1 standard action
range: Touch
target: One creature/level touched
area: None
effect: None
duration: 1 hour/level (D)
saving_throw: Will negates (harmless)
spell_resistance: Yes (harmless)
short_description: One subject/level leaves no tracks.
to_develop: None
material_components: None
arcane_material_components: None
focus: None
xp_cost: None
arcane_focus: None
wizard_focus: None
verbal_components: None
sorcerer_focus: None
bard_focus: None
cleric_focus: None
druid_focus: None
reference: SRD 3.5 SpellsP-R
description:
      <p>The subject or subjects can move through any type of terrain and leave neither footprints nor scent. Tracking the subjects is impossible by nonmagical means.</p>
      <p/>
    

full_text:
      <div topic='Pass without Trace' level='5'><p><h5>Pass without Trace</h5></p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'><tr maxcol='3' curcol='3'><td width='25%'/><td>Transmutation<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:</b><br/></td><td>Druid 1, Ranger 1<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:</b><br/></td><td>V, S, DF<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:</b><br/></td><td>1 standard action<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:</b><br/></td><td>Touch<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Targets:</b><br/></td><td>One creature/level touched<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:</b><br/></td><td>1 hour/level (D)<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:</b><br/></td><td>Will negates (harmless)<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:</b><br/></td><td>Yes (harmless)<br/></td></tr></table><p>The subject or subjects can move through any type of terrain and leave neither footprints nor scent. Tracking the subjects is impossible by nonmagical means.</p><p/>
</div>
    


name: Permanency
altname: permanency
school: Universal
subschool: None
descriptor: None
spellcraft_dc: None
level: Sorcerer/Wizard 5
components: V, S, XP
casting_time: 2 rounds
range: See text
target: See text
area: See text
effect: See text
duration: Permanent; see text
saving_throw: None
spell_resistance: No
short_description: Makes certain spells permanent.
to_develop: None
material_components: None
arcane_material_components: None
focus: None
xp_cost: See tables above.
arcane_focus: None
wizard_focus: None
verbal_components: None
sorcerer_focus: None
bard_focus: None
cleric_focus: None
druid_focus: None
reference: SRD 3.5 SpellsP-R
description:
      <p>This spell makes certain other spells permanent.</p>
      <p>Depending on the spell, you must be of a minimum caster level and must expend a number of XP.</p>
      <p>You can make the following spells permanent in regard to yourself.</p>
      <table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'>

<tr maxcol='4' curcol='4'>
<td><b>Spell</b><br/></td> <td><b>Minimum Caster Level</b><br/></td>
<td><b>XP Cost</b><br/></td>

</tr>

<tr maxcol='4' curcol='4'>
<td><i>Arcane sight</i><br/></td>
<td>11th<br/></td>
<td>1,500 XP<br/></td>

</tr>
<tr maxcol='4' curcol='4'>
<td><i>Comprehend languages</i><br/></td>
<td>9th<br/></td>
<td>500 XP<br/></td>

</tr>
<tr maxcol='4' curcol='4'>
<td><i>Darkvision</i><br/></td>
<td>10th<br/></td>
<td>1,000 XP<br/></td>

</tr>
<tr maxcol='4' curcol='4'>
<td><i>Detect magic</i><br/></td>
<td>9th<br/></td>
<td>500 XP<br/></td>

</tr>
<tr maxcol='4' curcol='4'>
<td><i>Read magic</i><br/></td>
<td>9th<br/></td>
<td>500 XP<br/></td>

</tr>
<tr maxcol='4' curcol='4'>
<td><i>See invisibility</i><br/></td>
<td>10th<br/></td>
<td>1,000 XP<br/></td>

</tr>

<tr maxcol='4' curcol='4'>
<td><i>Tongues</i><br/></td>
<td>11th<br/></td>
<td>1,500 XP<br/></td>

</tr>
</table>
      <p>You cast the desired spell and then follow it with the <i>permanency</i> spell. You cannot cast these spells on other creatures. This application of <i>permanency</i> can be dispelled only by a caster of higher level than you were when you cast the spell.</p>
      <p>In addition to personal use, <i>permanency</i> can be used to make the following spells permanent on yourself, another creature, or an object (as appropriate).</p>
      <table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'>

<tr maxcol='4' curcol='4'>
<td><b>Spell</b><br/></td>
<td><b>Minimum Caster Level</b><br/></td>
<td><b>XP Cost</b><br/></td>

</tr>

<tr maxcol='4' curcol='4'>
<td><i>Enlarge person</i><br/></td>
<td>9th<br/></td>
<td>500 XP<br/></td>

</tr>
<tr maxcol='4' curcol='4'>
<td><i>Magic fang</i><br/></td>
<td>9th<br/></td>
<td>500 XP<br/></td>

</tr>
<tr maxcol='4' curcol='4'>
<td><i>Magic fang</i>,  <i>greater</i><br/></td>
<td>11th<br/></td>
<td>1,500 XP<br/></td>

</tr>
<tr maxcol='4' curcol='4'>
<td><i>reduce person</i><br/></td>
<td>9th<br/></td>
<td>500 XP<br/></td>

</tr>
<tr maxcol='4' curcol='4'>
<td><i>Resistance</i><br/></td>
<td>9th<br/></td>
<td>500 XP<br/></td>

</tr>
<tr maxcol='4' curcol='4'>
<td><i>Telepathic bond</i>
<sup><b>1</b></sup><br/></td>
<td>13th<br/></td>
<td>2,500 XP<br/></td>

</tr>

<tr maxcol='4' curcol='2'>
<td colspan='3'>1 Only bonds two creatures per casting of <i>permanency</i>.<br/></td>

</tr>
</table>
      <p>Additionally, the following spells can be cast upon objects or areas only and rendered permanent.</p>
      <table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'>

<tr maxcol='4' curcol='4'>
<td><b>Spell</b><br/></td> <td><b>Minimum Caster Level</b><br/></td>
<td><b>XP Cost</b><br/></td>

</tr>

<tr maxcol='4' curcol='4'>
<td><i>Alarm</i><br/></td>
<td>9th<br/></td>
<td>500 XP<br/></td>

</tr>
<tr maxcol='4' curcol='4'>
<td><i>Animate objects</i><br/></td>
<td>14th<br/></td>
<td>3,000 XP<br/></td>

</tr>
<tr maxcol='4' curcol='4'>
<td><i>Dancing lights</i><br/></td>
<td>9th<br/></td>
<td>500 XP<br/></td>

</tr>
<tr maxcol='4' curcol='4'>
<td><i>Ghost sound</i><br/></td>
<td>9th<br/></td>
<td>500 XP<br/></td>

</tr>
<tr maxcol='4' curcol='4'>
<td><i>Gust of wind</i><br/></td>
<td>11th<br/></td>
<td>1,500 XP<br/></td>

</tr>
<tr maxcol='4' curcol='4'>
<td><i>Invisibility</i><br/></td>
<td>10th<br/></td>
<td>1,000 XP<br/></td>

</tr>
<tr maxcol='4' curcol='4'>
<td><i>Mage's private sanctum</i><br/></td>
<td>13th<br/></td>
<td>2,500 XP<br/></td>

</tr>
<tr maxcol='4' curcol='4'>
<td><i>Magic mouth</i><br/></td>
<td>10th<br/></td>
<td>1,000 XP<br/></td>

</tr>
<tr maxcol='4' curcol='4'>
<td><i>Phase door</i><br/></td>
<td>15th<br/></td>
<td>3,500 XP<br/></td>

</tr>
<tr maxcol='4' curcol='4'>
<td><i>Prismatic sphere</i><br/></td>
<td>17th<br/></td>
<td>4,500 XP<br/></td>

</tr>
<tr maxcol='4' curcol='4'>
<td><i>prismatic wall</i><br/></td>
<td>16th<br/></td>
<td>4,000 XP<br/></td>

</tr>
<tr maxcol='4' curcol='4'>
<td><i>Shrink item</i><br/></td>
<td>11th<br/></td>
<td>1,500 XP<br/></td>

</tr>
<tr maxcol='4' curcol='4'>
<td><i>Solid fog</i><br/></td>
<td>12th<br/></td>
<td>2,000 XP<br/></td>

</tr>
<tr maxcol='4' curcol='4'>
<td><i>Stinking cloud</i><br/></td>
<td>11th<br/></td>
<td>1,500 XP<br/></td>

</tr>
<tr maxcol='4' curcol='4'>
<td><i>Symbol of death</i><br/></td>
<td>16th<br/></td>
<td>4,000 XP<br/></td>

</tr>
<tr maxcol='4' curcol='4'>
<td><i>Symbol of fear</i><br/></td>
<td>14th<br/></td>
<td>3,000 XP<br/></td>

</tr>
<tr maxcol='4' curcol='4'>
<td><i>Symbol of insanity</i><br/></td>
<td>16th<br/></td>
<td>4,000 XP<br/></td>

</tr>
<tr maxcol='4' curcol='4'>
<td><i>Symbol of pain</i><br/></td>
<td>13th<br/></td>
<td>2,500 XP<br/></td>

</tr>
<tr maxcol='4' curcol='4'>
<td><i>Symbol of persuasion</i><br/></td>
<td>14th<br/></td>
<td>3,000 XP<br/></td>

</tr>
<tr maxcol='4' curcol='4'>
<td><i>Symbol of sleep</i><br/></td>
<td>16th<br/></td>
<td>4,000 XP<br/></td>

</tr>
<tr maxcol='4' curcol='4'>
<td><i>Symbol of stunning</i><br/></td>
<td>15th<br/></td>
<td>3,500 XP<br/></td>

</tr>
<tr maxcol='4' curcol='4'>
<td><i>Symbol of weakness</i><br/></td>
<td>15th<br/></td>
<td>3,500 XP<br/></td>

</tr>
<tr maxcol='4' curcol='4'>
<td><i>Teleportation circle</i><br/></td>
<td>17th<br/></td>
<td>4,500 XP<br/></td>

</tr>
<tr maxcol='4' curcol='4'>
<td><i>Wall of fire</i><br/></td>
<td>12th<br/></td>
<td>2,000 XP<br/></td>

</tr>
<tr maxcol='4' curcol='4'>
<td><i>Wall of force</i><br/></td>
<td>13th<br/></td>
<td>2,500 XP<br/></td>

</tr>

<tr maxcol='4' curcol='4'>
<td><i>Web</i><br/></td>
<td>10th<br/></td>
<td>1,000 XP<br/></td>

</tr>
</table>
      <p>Spells cast on other creatures, objects, or locations (not on you) are vulnerable to <i>dispel magic</i> as normal.</p>
      <p/>
    

full_text:
      <div topic='Permanency' level='5'><p><h5>Permanency</h5></p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'><tr maxcol='3' curcol='3'><td width='25%'/><td>Universal<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:</b><br/></td><td>Sorcerer/Wizard 5<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:</b><br/></td><td>V, S, XP<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:</b><br/></td><td>2 rounds<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:</b><br/></td><td>See text<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Target, Effect, or Area:</b><br/></td><td>See text<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:</b><br/></td><td>Permanent; see text<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:</b><br/></td><td>None<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:</b><br/></td><td>No<br/></td></tr></table><p>This spell makes certain other spells permanent.</p><p>Depending on the spell, you must be of a minimum caster level and must expend a number of XP.</p><p>You can make the following spells permanent in regard to yourself.</p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'>

<tr maxcol='4' curcol='4'>
<td><b>Spell</b><br/></td> <td><b>Minimum Caster Level</b><br/></td>
<td><b>XP Cost</b><br/></td>

</tr>

<tr maxcol='4' curcol='4'>
<td><i>Arcane sight</i><br/></td>
<td>11th<br/></td>
<td>1,500 XP<br/></td>

</tr>
<tr maxcol='4' curcol='4'>
<td><i>Comprehend languages</i><br/></td>
<td>9th<br/></td>
<td>500 XP<br/></td>

</tr>
<tr maxcol='4' curcol='4'>
<td><i>Darkvision</i><br/></td>
<td>10th<br/></td>
<td>1,000 XP<br/></td>

</tr>
<tr maxcol='4' curcol='4'>
<td><i>Detect magic</i><br/></td>
<td>9th<br/></td>
<td>500 XP<br/></td>

</tr>
<tr maxcol='4' curcol='4'>
<td><i>Read magic</i><br/></td>
<td>9th<br/></td>
<td>500 XP<br/></td>

</tr>
<tr maxcol='4' curcol='4'>
<td><i>See invisibility</i><br/></td>
<td>10th<br/></td>
<td>1,000 XP<br/></td>

</tr>

<tr maxcol='4' curcol='4'>
<td><i>Tongues</i><br/></td>
<td>11th<br/></td>
<td>1,500 XP<br/></td>

</tr>
</table><p>You cast the desired spell and then follow it with the <i>permanency</i> spell. You cannot cast these spells on other creatures. This application of <i>permanency</i> can be dispelled only by a caster of higher level than you were when you cast the spell.</p><p>In addition to personal use, <i>permanency</i> can be used to make the following spells permanent on yourself, another creature, or an object (as appropriate).</p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'>

<tr maxcol='4' curcol='4'>
<td><b>Spell</b><br/></td>
<td><b>Minimum Caster Level</b><br/></td>
<td><b>XP Cost</b><br/></td>

</tr>

<tr maxcol='4' curcol='4'>
<td><i>Enlarge person</i><br/></td>
<td>9th<br/></td>
<td>500 XP<br/></td>

</tr>
<tr maxcol='4' curcol='4'>
<td><i>Magic fang</i><br/></td>
<td>9th<br/></td>
<td>500 XP<br/></td>

</tr>
<tr maxcol='4' curcol='4'>
<td><i>Magic fang</i>,  <i>greater</i><br/></td>
<td>11th<br/></td>
<td>1,500 XP<br/></td>

</tr>
<tr maxcol='4' curcol='4'>
<td><i>reduce person</i><br/></td>
<td>9th<br/></td>
<td>500 XP<br/></td>

</tr>
<tr maxcol='4' curcol='4'>
<td><i>Resistance</i><br/></td>
<td>9th<br/></td>
<td>500 XP<br/></td>

</tr>
<tr maxcol='4' curcol='4'>
<td><i>Telepathic bond</i>
<sup><b>1</b></sup><br/></td>
<td>13th<br/></td>
<td>2,500 XP<br/></td>

</tr>

<tr maxcol='4' curcol='2'>
<td colspan='3'>1 Only bonds two creatures per casting of <i>permanency</i>.<br/></td>

</tr>
</table><p>Additionally, the following spells can be cast upon objects or areas only and rendered permanent.</p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'>

<tr maxcol='4' curcol='4'>
<td><b>Spell</b><br/></td> <td><b>Minimum Caster Level</b><br/></td>
<td><b>XP Cost</b><br/></td>

</tr>

<tr maxcol='4' curcol='4'>
<td><i>Alarm</i><br/></td>
<td>9th<br/></td>
<td>500 XP<br/></td>

</tr>
<tr maxcol='4' curcol='4'>
<td><i>Animate objects</i><br/></td>
<td>14th<br/></td>
<td>3,000 XP<br/></td>

</tr>
<tr maxcol='4' curcol='4'>
<td><i>Dancing lights</i><br/></td>
<td>9th<br/></td>
<td>500 XP<br/></td>

</tr>
<tr maxcol='4' curcol='4'>
<td><i>Ghost sound</i><br/></td>
<td>9th<br/></td>
<td>500 XP<br/></td>

</tr>
<tr maxcol='4' curcol='4'>
<td><i>Gust of wind</i><br/></td>
<td>11th<br/></td>
<td>1,500 XP<br/></td>

</tr>
<tr maxcol='4' curcol='4'>
<td><i>Invisibility</i><br/></td>
<td>10th<br/></td>
<td>1,000 XP<br/></td>

</tr>
<tr maxcol='4' curcol='4'>
<td><i>Mage's private sanctum</i><br/></td>
<td>13th<br/></td>
<td>2,500 XP<br/></td>

</tr>
<tr maxcol='4' curcol='4'>
<td><i>Magic mouth</i><br/></td>
<td>10th<br/></td>
<td>1,000 XP<br/></td>

</tr>
<tr maxcol='4' curcol='4'>
<td><i>Phase door</i><br/></td>
<td>15th<br/></td>
<td>3,500 XP<br/></td>

</tr>
<tr maxcol='4' curcol='4'>
<td><i>Prismatic sphere</i><br/></td>
<td>17th<br/></td>
<td>4,500 XP<br/></td>

</tr>
<tr maxcol='4' curcol='4'>
<td><i>prismatic wall</i><br/></td>
<td>16th<br/></td>
<td>4,000 XP<br/></td>

</tr>
<tr maxcol='4' curcol='4'>
<td><i>Shrink item</i><br/></td>
<td>11th<br/></td>
<td>1,500 XP<br/></td>

</tr>
<tr maxcol='4' curcol='4'>
<td><i>Solid fog</i><br/></td>
<td>12th<br/></td>
<td>2,000 XP<br/></td>

</tr>
<tr maxcol='4' curcol='4'>
<td><i>Stinking cloud</i><br/></td>
<td>11th<br/></td>
<td>1,500 XP<br/></td>

</tr>
<tr maxcol='4' curcol='4'>
<td><i>Symbol of death</i><br/></td>
<td>16th<br/></td>
<td>4,000 XP<br/></td>

</tr>
<tr maxcol='4' curcol='4'>
<td><i>Symbol of fear</i><br/></td>
<td>14th<br/></td>
<td>3,000 XP<br/></td>

</tr>
<tr maxcol='4' curcol='4'>
<td><i>Symbol of insanity</i><br/></td>
<td>16th<br/></td>
<td>4,000 XP<br/></td>

</tr>
<tr maxcol='4' curcol='4'>
<td><i>Symbol of pain</i><br/></td>
<td>13th<br/></td>
<td>2,500 XP<br/></td>

</tr>
<tr maxcol='4' curcol='4'>
<td><i>Symbol of persuasion</i><br/></td>
<td>14th<br/></td>
<td>3,000 XP<br/></td>

</tr>
<tr maxcol='4' curcol='4'>
<td><i>Symbol of sleep</i><br/></td>
<td>16th<br/></td>
<td>4,000 XP<br/></td>

</tr>
<tr maxcol='4' curcol='4'>
<td><i>Symbol of stunning</i><br/></td>
<td>15th<br/></td>
<td>3,500 XP<br/></td>

</tr>
<tr maxcol='4' curcol='4'>
<td><i>Symbol of weakness</i><br/></td>
<td>15th<br/></td>
<td>3,500 XP<br/></td>

</tr>
<tr maxcol='4' curcol='4'>
<td><i>Teleportation circle</i><br/></td>
<td>17th<br/></td>
<td>4,500 XP<br/></td>

</tr>
<tr maxcol='4' curcol='4'>
<td><i>Wall of fire</i><br/></td>
<td>12th<br/></td>
<td>2,000 XP<br/></td>

</tr>
<tr maxcol='4' curcol='4'>
<td><i>Wall of force</i><br/></td>
<td>13th<br/></td>
<td>2,500 XP<br/></td>

</tr>

<tr maxcol='4' curcol='4'>
<td><i>Web</i><br/></td>
<td>10th<br/></td>
<td>1,000 XP<br/></td>

</tr>
</table><p>Spells cast on other creatures, objects, or locations (not on you) are vulnerable to <i>dispel magic</i> as normal.</p><p><i>XP Cost:</i> See tables above.</p><p/>
</div>
    


name: Permanent Image
altname: permanent image
school: Illusion
subschool: Figment
descriptor: None
spellcraft_dc: None
level: Bard 6, Sorcerer/Wizard 6
components: V, S, F
casting_time: 1 standard action
range: Long (400 ft. + 40 ft./level)
target: None
area: None
effect: Figment that cannot extend beyond a 20-ft. cube + one 10-ft. cube/level (S)
duration: Permanent (D)
saving_throw: Will disbelief (if interacted with)
spell_resistance: No
short_description: Includes sight, sound, and smell.
to_develop: None
material_components: A bit of fleece plus powdered jade worth 100 gp.
arcane_material_components: None
focus: A bit of fleece.
xp_cost: None
arcane_focus: None
wizard_focus: None
verbal_components: None
sorcerer_focus: None
bard_focus: None
cleric_focus: None
druid_focus: None
reference: SRD 3.5 SpellsP-R
description:
      <p>This spell functions like <i>silent image</i>,  except that the figment includes visual, auditory, olfactory, and thermal elements, and the spell is permanent. By concentrating, you can move the image within the limits of the range, but it is static while you are not concentrating.</p>
      <p/>
    

full_text:
      <div topic='Permanent Image' level='5'><p><h5>Permanent Image</h5></p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'><tr maxcol='3' curcol='3'><td width='25%'/><td>Illusion (Figment)<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:</b><br/></td><td>Bard 6, Sorcerer/Wizard 6<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Effect:</b><br/></td><td>Figment that cannot extend beyond a 20-ft. cube + one 10-ft. cube/level (S)<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:</b><br/></td><td>Permanent (D)<br/></td></tr></table><p>This spell functions like <i>silent image</i>,  except that the figment includes visual, auditory, olfactory, and thermal elements, and the spell is permanent. By concentrating, you can move the image within the limits of the range, but it is static while you are not concentrating.</p><p><i>Material Component:</i> A bit of fleece plus powdered jade worth 100 gp.</p><p/>
</div>
    


name: Persistent Image
altname: persistent image
school: Illusion
subschool: Figment
descriptor: None
spellcraft_dc: None
level: Bard 5, Sorcerer/Wizard 5
components: V, S, F
casting_time: 1 standard action
range: Long (400 ft. + 40 ft./level)
target: None
area: None
effect: Visual figment that cannot extend beyond four 10-ft. cubes + one 10-ft. cube/level (S)
duration: 1 min./level (D)
saving_throw: Will disbelief (if interacted with)
spell_resistance: No
short_description: As major image, but no concentration required.
to_develop: None
material_components: A bit of fleece and several grains of sand.
arcane_material_components: None
focus: A bit of fleece.
xp_cost: None
arcane_focus: None
wizard_focus: None
verbal_components: None
sorcerer_focus: None
bard_focus: None
cleric_focus: None
druid_focus: None
reference: SRD 3.5 SpellsP-R
description:
      <p>This spell functions like <i>silent image</i>,  except that the figment includes visual, auditory, olfactory, and thermal components, and the figment follows a script determined by you. The figment follows that script without your having to concentrate on it. The illusion can include intelligible speech if you wish.</p>
      <p/>
    

full_text:
      <div topic='Persistent Image' level='5'><p><h5>Persistent Image</h5></p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'><tr maxcol='3' curcol='3'><td width='25%'/><td>Illusion (Figment)<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:</b><br/></td><td>Bard 5, Sorcerer/Wizard 5<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:</b><br/></td><td>1 min./level (D)<br/></td></tr></table><p>This spell functions like <i>silent image</i>,  except that the figment includes visual, auditory, olfactory, and thermal components, and the figment follows a script determined by you. The figment follows that script without your having to concentrate on it. The illusion can include intelligible speech if you wish.</p><p><i>Material Component:</i> A bit of fleece and several grains of sand.</p><p/>
</div>
    


name: Phantasmal Killer
altname: phantasmal killer
school: Illusion
subschool: Phantasm
descriptor: Fear, Mind-Affecting
spellcraft_dc: None
level: Sorcerer/Wizard 4
components: V, S
casting_time: 1 standard action
range: Medium (100 ft. + 10 ft./level)
target: One living creature
area: None
effect: None
duration: Instantaneous
saving_throw: Will disbelief (if interacted with), then Fortitude partial; see text
spell_resistance: Yes
short_description: Fearsome illusion kills subject or deals 3d6 damage.
to_develop: None
material_components: None
arcane_material_components: None
focus: None
xp_cost: None
arcane_focus: None
wizard_focus: None
verbal_components: None
sorcerer_focus: None
bard_focus: None
cleric_focus: None
druid_focus: None
reference: SRD 3.5 SpellsP-R
description:
      <p>You create a phantasmal image of the most fearsome creature imaginable to the subject simply by forming the fears of the subject's subconscious mind into something that its conscious mind can visualize: this most horrible beast. Only the spell's subject can see the phantasmal killer. You see only a vague shape. The target first gets a Will save to recognize the image as unreal. If that save fails, the phantasm touches the subject, and the subject must succeed on a Fortitude save or die from fear. Even if the Fortitude save is successful, the subject takes 3d6 points of damage.</p>
      <p>If the subject of a <i>phantasmal killer</i> attack succeeds in disbelieving and is wearing a <i>helm of telepathy</i>,  the beast can be turned upon you. You must then disbelieve it or become subject to its deadly fear attack.</p>
      <p/>
    

full_text:
      <div topic='Phantasmal Killer' level='5'><p><h5>Phantasmal Killer</h5></p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'><tr maxcol='3' curcol='3'><td width='25%'/><td>Illusion (Phantasm) [Fear, Mind-Affecting]<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:</b><br/></td><td>Sorcerer/Wizard 4<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:</b><br/></td><td>V, S<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:</b><br/></td><td>1 standard action<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:</b><br/></td><td>Medium (100 ft. + 10 ft./level)<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Target:</b><br/></td><td>One living creature<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:</b><br/></td><td>Instantaneous<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:</b><br/></td><td>Will disbelief (if interacted with), then Fortitude partial; see text<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:</b><br/></td><td>Yes<br/></td></tr></table><p>You create a phantasmal image of the most fearsome creature imaginable to the subject simply by forming the fears of the subject's subconscious mind into something that its conscious mind can visualize: this most horrible beast. Only the spell's subject can see the phantasmal killer. You see only a vague shape. The target first gets a Will save to recognize the image as unreal. If that save fails, the phantasm touches the subject, and the subject must succeed on a Fortitude save or die from fear. Even if the Fortitude save is successful, the subject takes 3d6 points of damage.</p><p>If the subject of a <i>phantasmal killer</i> attack succeeds in disbelieving and is wearing a <i>helm of telepathy</i>,  the beast can be turned upon you. You must then disbelieve it or become subject to its deadly fear attack.</p><p/>
</div>
    


name: Phantom Steed
altname: phantom steed
school: Conjuration
subschool: Creation
descriptor: None
spellcraft_dc: None
level: Bard 3, Sorcerer/Wizard 3
components: V, S
casting_time: 10 minutes
range: 0 ft.
target: None
area: None
effect: One quasi-real, horselike creature
duration: 1 hour/level (D)
saving_throw: None
spell_resistance: No
short_description: Magic horse appears for 1 hour/level.
to_develop: None
material_components: None
arcane_material_components: None
focus: None
xp_cost: None
arcane_focus: None
wizard_focus: None
verbal_components: None
sorcerer_focus: None
bard_focus: None
cleric_focus: None
druid_focus: None
reference: SRD 3.5 SpellsP-R
description:
      <p>You conjure a Large, quasi-real, horselike creature. The steed can be ridden only by you or by the one person for whom you specifically created the mount. A phantom steed has a black head and body, gray mane and tail, and smoke-colored, insubstantial hooves that make no sound. It has what seems to be a saddle, bit, and bridle. It does not fight, but animals shun it and refuse to attack it.</p>
      <p>The mount has an AC of 18 (-1 size, +4 natural armor, +5 Dex) and 7 hit points +1 hit point per caster level. If it loses all its hit points, the phantom steed disappears. A phantom steed has a speed of 20 feet per caster level, to a maximum of 240 feet. It can bear its rider's weight plus up to 10 pounds per caster level.</p>
      <p>These mounts gain certain powers according to caster level. A mount's abilities include those of mounts of lower caster levels.</p>
      <p><i>8th Level:</i> The mount can ride over sandy, muddy, or even swampy ground without difficulty or decrease in speed.</p>
      <p><i>10th Level:</i> The mount can use <i>water walk</i> at will (as the spell, no action required to activate this ability).</p>
      <p><i>12th Level:</i> The mount can use <i>air walk</i> at will (as the spell, no action required to activate this ability) for up to 1 round at a time, after which it falls to the ground.</p>
      <p><i>14th Level:</i> The mount can fly at its speed (average maneuverability).</p>
      <p/>
    

full_text:
      <div topic='Phantom Steed' level='5'><p><h5>Phantom Steed</h5></p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'><tr maxcol='3' curcol='3'><td width='25%'/><td>Conjuration (Creation)<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:</b><br/></td><td>Bard 3, Sorcerer/Wizard 3<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:</b><br/></td><td>V, S<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:</b><br/></td><td>10 minutes<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:</b><br/></td><td>0 ft.<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Effect:</b><br/></td><td>One quasi-real, horselike creature<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:</b><br/></td><td>1 hour/level (D)<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:</b><br/></td><td>None<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:</b><br/></td><td>No<br/></td></tr></table><p>You conjure a Large, quasi-real, horselike creature. The steed can be ridden only by you or by the one person for whom you specifically created the mount. A phantom steed has a black head and body, gray mane and tail, and smoke-colored, insubstantial hooves that make no sound. It has what seems to be a saddle, bit, and bridle. It does not fight, but animals shun it and refuse to attack it.</p><p>The mount has an AC of 18 (-1 size, +4 natural armor, +5 Dex) and 7 hit points +1 hit point per caster level. If it loses all its hit points, the phantom steed disappears. A phantom steed has a speed of 20 feet per caster level, to a maximum of 240 feet. It can bear its rider's weight plus up to 10 pounds per caster level.</p><p>These mounts gain certain powers according to caster level. A mount's abilities include those of mounts of lower caster levels.</p><p><i>8th Level:</i> The mount can ride over sandy, muddy, or even swampy ground without difficulty or decrease in speed.</p><p><i>10th Level:</i> The mount can use <i>water walk</i> at will (as the spell, no action required to activate this ability).</p><p><i>12th Level:</i> The mount can use <i>air walk</i> at will (as the spell, no action required to activate this ability) for up to 1 round at a time, after which it falls to the ground.</p><p><i>14th Level:</i> The mount can fly at its speed (average maneuverability).</p><p/>
</div>
    


name: Phantom Trap
altname: phantom trap
school: Illusion
subschool: Glamer
descriptor: None
spellcraft_dc: None
level: Sorcerer/Wizard 2
components: V, S, M
casting_time: 1 standard action
range: Touch
target: Object touched
area: None
effect: None
duration: Permanent (D)
saving_throw: None
spell_resistance: No
short_description: Makes item seem trapped.
to_develop: None
arcane_material_components: None
focus: None
xp_cost: None
arcane_focus: None
wizard_focus: None
verbal_components: None
sorcerer_focus: None
bard_focus: None
cleric_focus: None
druid_focus: None
reference: SRD 3.5 SpellsP-R
material_components:
A piece of iron pyrite touched to the object to be trapped while the object is sprinkled with a special dust requiring 50 gp to prepare.

description:
      <p>This spell makes a lock or other small mechanism seem to be trapped to anyone who can detect traps. You place the spell upon any small mechanism or device, such as a lock, hinge, hasp, cork, cap, or ratchet. Any character able to detect traps, or who uses any spell or device enabling trap detection, is 100% certain a real trap exists. Of course, the effect is illusory and nothing happens if the trap is 'sprung'; its primary purpose is to frighten away thieves or make them waste precious time.</p>
      <p>If another <i>phantom trap</i> is active within 50 feet when the spell is cast, the casting fails.</p>
      <p/>
    

full_text:
      <div topic='Phantom Trap' level='5'><p><h5>Phantom Trap</h5></p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'><tr maxcol='3' curcol='3'><td width='25%'/><td>Illusion (Glamer)<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:</b><br/></td><td>Sorcerer/Wizard 2<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:</b><br/></td><td>V, S, M<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:</b><br/></td><td>1 standard action<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:</b><br/></td><td>Touch<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Target:</b><br/></td><td>Object touched<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:</b><br/></td><td>Permanent (D)<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:</b><br/></td><td>None<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:</b><br/></td><td>No<br/></td></tr></table><p>This spell makes a lock or other small mechanism seem to be trapped to anyone who can detect traps. You place the spell upon any small mechanism or device, such as a lock, hinge, hasp, cork, cap, or ratchet. Any character able to detect traps, or who uses any spell or device enabling trap detection, is 100% certain a real trap exists. Of course, the effect is illusory and nothing happens if the trap is 'sprung'; its primary purpose is to frighten away thieves or make them waste precious time.</p><p>If another <i>phantom trap</i> is active within 50 feet when the spell is cast, the casting fails.</p><p><i>Material Component:</i> A piece of iron pyrite touched to the object to be trapped while the object is sprinkled with a special dust requiring 50 gp to prepare.</p><p/>
</div>
    


name: Phase Door
altname: phase door
school: Conjuration
subschool: Creation
descriptor: None
spellcraft_dc: None
level: Sorcerer/Wizard 7, Travel 8
components: V
casting_time: 1 standard action
range: 0 ft.
target: None
area: None
effect: Ethereal 5 ft. by 8 ft. opening, 10 ft. deep + 5 ft. deep per three levels
duration: One usage per two levels
saving_throw: None
spell_resistance: No
short_description: Creates an invisible passage through wood or stone.
to_develop: None
material_components: None
arcane_material_components: None
focus: None
xp_cost: None
arcane_focus: None
wizard_focus: None
verbal_components: None
sorcerer_focus: None
bard_focus: None
cleric_focus: None
druid_focus: None
reference: SRD 3.5 SpellsP-R
description:
      <p>This spell creates an ethereal passage through wooden, plaster, or stone walls, but not other materials. The <i>phase door</i> is invisible and inaccessible to all creatures except you, and only you can use the passage. You disappear when you enter the <i>phase door</i> and appear when you exit. If you desire, you can take one other creature (Medium or smaller) through the door. This counts as two uses of the door. The door does not allow light, sound, or spell effects through it, nor can you see through it without using it. Thus, the spell can provide an escape route, though certain creatures, such as phase spiders, can follow with ease. A <i>gem of true seeing</i> or similar magic reveals the presence of a <i>phase door</i> but does not allow its use.</p>
      <p>A <i>phase door</i> is subject to <i>dispel magic</i>. If anyone is within the passage when it is dispelled, he is harmlessly ejected just as if he were inside a <i>passwall</i> effect.</p>
      <p>You can allow other creatures to use the <i>phase door</i> by setting some triggering condition for the door. Such conditions can be as simple or elaborate as you desire. They can be based on a creature's name, identity, or alignment, but otherwise must be based on observable actions or qualities. Intangibles such as level, class, Hit Dice, and hit points don't qualify.</p>
      <p><i>phase door</i> can be made permanent with a <i>permanency</i> spell.</p>
      <p/>
    

full_text:
      <div topic='Phase Door' level='5'><p><h5>Phase Door</h5></p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'><tr maxcol='3' curcol='3'><td width='25%'/><td>Conjuration (Creation)<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:</b><br/></td><td>Sorcerer/Wizard 7, Travel 8<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:</b><br/></td><td>V<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:</b><br/></td><td>1 standard action<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:</b><br/></td><td>0 ft.<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Effect:</b><br/></td><td>Ethereal 5 ft. by 8 ft. opening, 10 ft. deep + 5 ft. deep per three levels<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:</b><br/></td><td>One usage per two levels<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:</b><br/></td><td>None<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:</b><br/></td><td>No<br/></td></tr></table><p>This spell creates an ethereal passage through wooden, plaster, or stone walls, but not other materials. The <i>phase door</i> is invisible and inaccessible to all creatures except you, and only you can use the passage. You disappear when you enter the <i>phase door</i> and appear when you exit. If you desire, you can take one other creature (Medium or smaller) through the door. This counts as two uses of the door. The door does not allow light, sound, or spell effects through it, nor can you see through it without using it. Thus, the spell can provide an escape route, though certain creatures, such as phase spiders, can follow with ease. A <i>gem of true seeing</i> or similar magic reveals the presence of a <i>phase door</i> but does not allow its use.</p><p>A <i>phase door</i> is subject to <i>dispel magic</i>. If anyone is within the passage when it is dispelled, he is harmlessly ejected just as if he were inside a <i>passwall</i> effect.</p><p>You can allow other creatures to use the <i>phase door</i> by setting some triggering condition for the door. Such conditions can be as simple or elaborate as you desire. They can be based on a creature's name, identity, or alignment, but otherwise must be based on observable actions or qualities. Intangibles such as level, class, Hit Dice, and hit points don't qualify.</p><p><i>phase door</i> can be made permanent with a <i>permanency</i> spell.</p><p/>
</div>
    


name: Planar Ally
altname: planar ally
school: Conjuration
subschool: Calling
descriptor: see text for lesser planar ally
spellcraft_dc: None
level: Cleric 6
components: V, S, DF, XP
casting_time: 10 minutes
range: Close (25 ft. + 5 ft./2 levels)
target: None
area: None
duration: Instantaneous
saving_throw: None
spell_resistance: No
short_description: As lesser planar ally, but up to 12 HD.
to_develop: None
material_components: None
arcane_material_components: None
focus: None
xp_cost: 250 XP.
arcane_focus: None
wizard_focus: None
verbal_components: None
sorcerer_focus: None
bard_focus: None
cleric_focus: None
druid_focus: None
reference: SRD 3.5 SpellsP-R
effect:
One or two called elementals or outsiders, totaling no more than 12 HD, which cannot be more than 30 ft. apart when they appear

description:
      <p>This spell functions like <i>lesser planar ally</i>, except you may call a single creature of 12 HD or less, or two creatures of the same kind whose Hit Dice total no more than 12. The creatures agree to help you and request your return payment together.</p>
      <p/>
    

full_text:
      <div topic='Planar Ally' level='5'><p><h5>Planar Ally</h5></p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'><tr maxcol='3' curcol='3'><td width='25%'/><td>Conjuration (Calling) [see text for lesser planar ally]<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:</b><br/></td><td>Cleric 6<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Effect:</b><br/></td><td>One or two called elementals or outsiders, totaling no more than 12 HD, which cannot be more than 30 ft. apart when they appear<br/></td></tr></table><p>This spell functions like <i>lesser planar ally</i>, except you may call a single creature of 12 HD or less, or two creatures of the same kind whose Hit Dice total no more than 12. The creatures agree to help you and request your return payment together.</p><p><i>XP Cost:</i> 250 XP.</p><p/>
</div>
    


name: Planar Ally, Greater
altname: greater planar ally
school: Conjuration
subschool: Calling
descriptor: see text for lesser planar ally
spellcraft_dc: None
level: Cleric 8
components: V, S, DF, XP
casting_time: 10 minutes
range: Close (25 ft. + 5 ft./2 levels)
target: None
area: None
duration: Instantaneous
saving_throw: None
spell_resistance: No
short_description: As lesser planar ally, but up to 18 HD.
to_develop: None
material_components: None
arcane_material_components: None
focus: None
xp_cost: 500 XP.
arcane_focus: None
wizard_focus: None
verbal_components: None
sorcerer_focus: None
bard_focus: None
cleric_focus: None
druid_focus: None
reference: SRD 3.5 SpellsP-R
effect:
Up to three called elementals or outsiders, totaling no more than 18 HD, no two of which can be more than 30 ft. apart when they appear.

description:
      <p>This spell functions like <i>lesser planar ally</i>, except that you may call a single creature of 18 HD or less, or up to three creatures of the same kind whose Hit Dice total no more than 18. The creatures agree to help you and request your return payment together.</p>
      <p/>
    

full_text:
      <div topic='Planar Ally, Greater' level='5'><p><h5>Planar Ally, Greater</h5></p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'><tr maxcol='3' curcol='3'><td width='25%'/><td>Conjuration (Calling) [see text for lesser planar ally]<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:</b><br/></td><td>Cleric 8<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Effect:</b><br/></td><td>Up to three called elementals or outsiders, totaling no more than 18 HD, no two of which can be more than 30 ft. apart when they appear.<br/></td></tr></table><p>This spell functions like <i>lesser planar ally</i>, except that you may call a single creature of 18 HD or less, or up to three creatures of the same kind whose Hit Dice total no more than 18. The creatures agree to help you and request your return payment together.</p><p><i>XP Cost:</i> 500 XP.</p><p/>
</div>
    


name: Planar Ally, Lesser
altname: lesser planar ally
school: Conjuration
subschool: Calling
descriptor: see text
spellcraft_dc: None
level: Cleric 4
components: V, S, DF, XP
casting_time: 10 minutes
range: Close (25 ft. + 5 ft./2 levels)
target: None
area: None
effect: One called elemental or outsider of 6 HD or less
duration: Instantaneous
saving_throw: None
spell_resistance: No
short_description: Exchange services with a 6 HD extraplanar creature.
to_develop: None
material_components: None
arcane_material_components: None
focus: None
xp_cost: 100 XP.
arcane_focus: None
wizard_focus: None
verbal_components: None
sorcerer_focus: None
bard_focus: None
cleric_focus: None
druid_focus: None
reference: SRD 3.5 SpellsP-R
description:
      <p>By casting this spell, you request your deity to send you an elemental or outsider (of 6 HD or less) of the deity's choice. If you serve no particular deity, the spell is a general plea answered by a creature sharing your philosophical alignment. If you know an individual creature's name, you may request that individual by speaking the name during the spell (though you might get a different creature anyway).</p>
      <p>You may ask the creature to perform one task in exchange for a payment from you. Tasks might range from the simple to the complex. You must be able to communicate with the creature called in order to bargain for its services.</p>
      <p>The creature called requires a payment for its services. This payment can take a variety of forms, from donating gold or magic items to an allied temple, to a gift given directly to the creature, to some other action on your part that matches the creature's alignment and goals. Regardless, this payment must be made before the creature agrees to perform any services. The bargaining takes at least 1 round, so any actions by the creature begin in the round after it arrives.</p>
      <p>A task taking up to 1 minute per caster level requires a payment of 100 gp per HD of the creature called. For a task taking up to 1 hour per caster level, the creature requires a payment of 500 gp per HD. A long-term task, one requiring up to one day per caster level, requires a payment of 1,000 gp per HD.</p>
      <p>A nonhazardous task requires only half the indicated payment, while an especially hazardous task might require a greater gift. Few if any creatures will accept a task that seems suicidal (remember, a called creature actually dies when it is killed, unlike a summoned creature). However, if the task is strongly aligned with the creature's ethos, it may halve or even waive the payment.</p>
      <p>At the end of its task, or when the duration bargained for expires, the creature returns to its home plane (after reporting back to you, if appropriate and possible).</p>
      <p><i>Note:</i> When you use a calling spell that calls an air, chaotic, earth, evil, fire, good, lawful, or water creature, it is a spell of that type.</p>
      <p/>
    

full_text:
      <div topic='Planar Ally, Lesser' level='5'><p><h5>Planar Ally, Lesser</h5></p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'><tr maxcol='3' curcol='3'><td width='25%'/><td>Conjuration (Calling) [see text]<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:</b><br/></td><td>Cleric 4<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:</b><br/></td><td>V, S, DF, XP<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:</b><br/></td><td>10 minutes<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:</b><br/></td><td>Close (25 ft. + 5 ft./2 levels)<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Effect:</b><br/></td><td>One called elemental or outsider of 6 HD or less<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:</b><br/></td><td>Instantaneous<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:</b><br/></td><td>None<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:</b><br/></td><td>No<br/></td></tr></table><p>By casting this spell, you request your deity to send you an elemental or outsider (of 6 HD or less) of the deity's choice. If you serve no particular deity, the spell is a general plea answered by a creature sharing your philosophical alignment. If you know an individual creature's name, you may request that individual by speaking the name during the spell (though you might get a different creature anyway).</p><p>You may ask the creature to perform one task in exchange for a payment from you. Tasks might range from the simple to the complex. You must be able to communicate with the creature called in order to bargain for its services.</p><p>The creature called requires a payment for its services. This payment can take a variety of forms, from donating gold or magic items to an allied temple, to a gift given directly to the creature, to some other action on your part that matches the creature's alignment and goals. Regardless, this payment must be made before the creature agrees to perform any services. The bargaining takes at least 1 round, so any actions by the creature begin in the round after it arrives.</p><p>A task taking up to 1 minute per caster level requires a payment of 100 gp per HD of the creature called. For a task taking up to 1 hour per caster level, the creature requires a payment of 500 gp per HD. A long-term task, one requiring up to one day per caster level, requires a payment of 1,000 gp per HD.</p><p>A nonhazardous task requires only half the indicated payment, while an especially hazardous task might require a greater gift. Few if any creatures will accept a task that seems suicidal (remember, a called creature actually dies when it is killed, unlike a summoned creature). However, if the task is strongly aligned with the creature's ethos, it may halve or even waive the payment.</p><p>At the end of its task, or when the duration bargained for expires, the creature returns to its home plane (after reporting back to you, if appropriate and possible).</p><p><i>Note:</i> When you use a calling spell that calls an air, chaotic, earth, evil, fire, good, lawful, or water creature, it is a spell of that type.</p><p><i>XP Cost:</i> 100 XP.</p><p/>
</div>
    


name: Planar Binding
altname: planar binding
school: Conjuration
subschool: Calling
descriptor: see text for lesser planar binding
spellcraft_dc: None
level: Sorcerer/Wizard 6
components: V, S
casting_time: 10 minutes
range: Close (25 ft. + 5 ft./2 levels); see text
area: None
effect: None
duration: Instantaneous
saving_throw: Will negates
spell_resistance: No and Yes; see text
short_description: As lesser planar binding, but up to 12 HD.
to_develop: None
material_components: None
arcane_material_components: None
focus: None
xp_cost: None
arcane_focus: None
wizard_focus: None
verbal_components: None
sorcerer_focus: None
bard_focus: None
cleric_focus: None
druid_focus: None
reference: SRD 3.5 SpellsP-R
target:
Up to three elementals or outsiders, totaling no more than 12 HD, no two of which can be more than 30 ft. apart when they appear

description:
      <p>This spell functions like <i>lesser planar binding</i>,  except that you may call a single creature of 12 HD or less, or up to three creatures of the same kind whose Hit Dice total no more than 12. Each creature gets a save, makes an independent attempt to escape, and must be individually persuaded to aid you.</p>
      <p/>
    

full_text:
      <div topic='Planar Binding' level='5'><p><h5>Planar Binding</h5></p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'><tr maxcol='3' curcol='3'><td width='25%'/><td>Conjuration (Calling) [see text for lesser planar binding]<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:</b><br/></td><td>Sorcerer/Wizard 6<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:</b><br/></td><td>V, S<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Targets:</b><br/></td><td>Up to three elementals or outsiders, totaling no more than 12 HD, no two of which can be more than 30 ft. apart when they appear<br/></td></tr></table><p>This spell functions like <i>lesser planar binding</i>,  except that you may call a single creature of 12 HD or less, or up to three creatures of the same kind whose Hit Dice total no more than 12. Each creature gets a save, makes an independent attempt to escape, and must be individually persuaded to aid you.</p><p/>
</div>
    


name: Planar Binding, Greater
altname: greater planar binding
school: Conjuration
subschool: Calling
descriptor: see text for lesser planar binding
spellcraft_dc: None
level: Sorcerer/Wizard 8
components: V, S
casting_time: 10 minutes
range: Close (25 ft. + 5 ft./2 levels); see text
area: None
effect: None
duration: Instantaneous
saving_throw: Will negates
spell_resistance: No and Yes; see text
short_description: As lesser planar binding, but up to 18 HD.
to_develop: None
material_components: None
arcane_material_components: None
focus: None
xp_cost: None
arcane_focus: None
wizard_focus: None
verbal_components: None
sorcerer_focus: None
bard_focus: None
cleric_focus: None
druid_focus: None
reference: SRD 3.5 SpellsP-R
target:
Up to three elementals or outsiders, totaling no more than 18 HD, no two of which can be more than 30 ft. apart when they appear.

description:
      <p>This spell functions like <i>lesser planar binding</i>,  except that you may call a single creature of 18 HD or less, or up to three creatures of the same kind whose Hit Dice total no more than 18. Each creature gets a saving throw, makes independent attempts to escape, and must be persuaded to aid you individually.</p>
      <p/>
    

full_text:
      <div topic='Planar Binding, Greater' level='5'><p><h5>Planar Binding, Greater</h5></p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'><tr maxcol='3' curcol='3'><td width='25%'/><td>Conjuration (Calling) [see text for lesser planar binding]<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:</b><br/></td><td>Sorcerer/Wizard 8<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:</b><br/></td><td>V, S<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Targets:</b><br/></td><td>Up to three elementals or outsiders, totaling no more than 18 HD, no two of which can be more than 30 ft. apart when they appear.<br/></td></tr></table><p>This spell functions like <i>lesser planar binding</i>,  except that you may call a single creature of 18 HD or less, or up to three creatures of the same kind whose Hit Dice total no more than 18. Each creature gets a saving throw, makes independent attempts to escape, and must be persuaded to aid you individually.</p><p/>
</div>
    


name: Planar Binding, Lesser
altname: lesser planar binding
school: Conjuration
subschool: Calling
descriptor: see text
spellcraft_dc: None
level: Sorcerer/Wizard 5
components: V, S
casting_time: 10 minutes
range: Close (25 ft. + 5 ft./2 levels); see text
target: One elemental or outsider with 6 HD or less
area: None
effect: None
duration: Instantaneous
saving_throw: Will negates
spell_resistance: No and Yes; see text
short_description: Traps extraplanar creature of 6 HD or less until it performs a task.
to_develop: None
material_components: None
arcane_material_components: None
focus: None
xp_cost: None
arcane_focus: None
wizard_focus: None
verbal_components: None
sorcerer_focus: None
bard_focus: None
cleric_focus: None
druid_focus: None
reference: SRD 3.5 SpellsP-R
description:
      <p>Casting this spell attempts a dangerous act: to lure a creature from another plane to a specifically prepared trap, which must lie within the spell's range. The called creature is held in the trap until it agrees to perform one service in return for its freedom.</p>
      <p>To create the trap, you must use a <i>magic circle</i> spell, focused inward. The kind of creature to be bound must be known and stated. If you wish to call a specific individual, you must use that individual's proper name in casting the spell.</p>
      <p>The target creature is allowed a Will saving throw. If the saving throw succeeds, the creature resists the spell. If the saving throw fails, the creature is immediately drawn to the trap (spell resistance does not keep it from being called). The creature can escape from the trap with by successfully pitting its spell resistance against your caster level check, by dimensional travel, or with a successful Charisma check (DC 15 + 1/2 your caster level + your Cha modifier). It can try each method once per day. If it breaks loose, it can flee or attack you. A <i>dimensional anchor</i> cast on the creature prevents its escape via dimensional travel. You can also employ a calling diagram (see <i>magic circle against evil</i>) to make the trap more secure.</p>
      <p>If the creature does not break free of the trap, you can keep it bound for as long as you dare. You can attempt to compel the creature to perform a service by describing the service and perhaps offering some sort of reward. You make a Charisma check opposed by the creature's Charisma check. The check is assigned a bonus of +0 to +6 based on the nature of the service and the reward. If the creature wins the opposed check, it refuses service. New offers, bribes, and the like can be made or the old ones reoffered every 24 hours. This process can be repeated until the creature promises to serve, until it breaks free, or until you decide to get rid of it by means of some other spell. Impossible demands or unreasonable commands are never agreed to. If you roll a 1 on the Charisma check, the creature breaks free of the binding and can escape or attack you.</p>
      <p>Once the requested service is completed, the creature need only so inform you to be instantly sent back whence it came. The creature might later seek revenge. If you assign some open-ended task that the creature cannot complete though its own actions the spell remains in effect for a maximum of one day per caster level, and the creature gains an immediate chance to break free. Note that a clever recipient can subvert some instructions.</p>
      <p>When you use a calling spell to call an air, chaotic, earth, evil, fire, good, lawful, or water creature, it is a spell of that type.</p>
      <p/>
    

full_text:
      <div topic='Planar Binding, Lesser' level='5'><p><h5>Planar Binding, Lesser</h5></p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'><tr maxcol='3' curcol='3'><td width='25%'/><td>Conjuration (Calling) [see text]<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:</b><br/></td><td>Sorcerer/Wizard 5<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:</b><br/></td><td>V, S<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:</b><br/></td><td>10 minutes<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:</b><br/></td><td>Close (25 ft. + 5 ft./2 levels); see text<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Target:</b><br/></td><td>One elemental or outsider with 6 HD or less<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:</b><br/></td><td>Instantaneous<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:</b><br/></td><td>Will negates<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:</b><br/></td><td>No and Yes; see text<br/></td></tr></table><p>Casting this spell attempts a dangerous act: to lure a creature from another plane to a specifically prepared trap, which must lie within the spell's range. The called creature is held in the trap until it agrees to perform one service in return for its freedom.</p><p>To create the trap, you must use a <i>magic circle</i> spell, focused inward. The kind of creature to be bound must be known and stated. If you wish to call a specific individual, you must use that individual's proper name in casting the spell.</p><p>The target creature is allowed a Will saving throw. If the saving throw succeeds, the creature resists the spell. If the saving throw fails, the creature is immediately drawn to the trap (spell resistance does not keep it from being called). The creature can escape from the trap with by successfully pitting its spell resistance against your caster level check, by dimensional travel, or with a successful Charisma check (DC 15 + 1/2 your caster level + your Cha modifier). It can try each method once per day. If it breaks loose, it can flee or attack you. A <i>dimensional anchor</i> cast on the creature prevents its escape via dimensional travel. You can also employ a calling diagram (see <i>magic circle against evil</i>) to make the trap more secure.</p><p>If the creature does not break free of the trap, you can keep it bound for as long as you dare. You can attempt to compel the creature to perform a service by describing the service and perhaps offering some sort of reward. You make a Charisma check opposed by the creature's Charisma check. The check is assigned a bonus of +0 to +6 based on the nature of the service and the reward. If the creature wins the opposed check, it refuses service. New offers, bribes, and the like can be made or the old ones reoffered every 24 hours. This process can be repeated until the creature promises to serve, until it breaks free, or until you decide to get rid of it by means of some other spell. Impossible demands or unreasonable commands are never agreed to. If you roll a 1 on the Charisma check, the creature breaks free of the binding and can escape or attack you.</p><p>Once the requested service is completed, the creature need only so inform you to be instantly sent back whence it came. The creature might later seek revenge. If you assign some open-ended task that the creature cannot complete though its own actions the spell remains in effect for a maximum of one day per caster level, and the creature gains an immediate chance to break free. Note that a clever recipient can subvert some instructions.</p><p>When you use a calling spell to call an air, chaotic, earth, evil, fire, good, lawful, or water creature, it is a spell of that type.</p><p/>
</div>
    


name: Plane Shift
altname: plane shift
school: Conjuration
subschool: Teleportation
descriptor: None
spellcraft_dc: None
level: Cleric 5, Sorcerer/Wizard 7
components: V, S, F
casting_time: 1 standard action
range: Touch
target: Creature touched, or up to eight willing creatures joining hands
area: None
effect: None
duration: Instantaneous
saving_throw: Will negates
spell_resistance: Yes
short_description: As many as eight subjects travel to another plane.
to_develop: None
material_components: None
arcane_material_components: None
xp_cost: None
arcane_focus: None
wizard_focus: None
verbal_components: None
sorcerer_focus: None
bard_focus: None
cleric_focus: None
druid_focus: None
reference: SRD 3.5 SpellsP-R
focus:
A small, forked metal rod. The size and metal type dictates to which plane of existence or alternate dimension the spell sends the affected creatures.

description:
      <p>You move yourself or some other creature to another plane of existence or alternate dimension. If several willing persons link hands in a circle, as many as eight can be affected by the <i>plane shift</i> at the same time. Precise accuracy as to a particular arrival location on the intended plane is nigh impossible. From the Material Plane, you can reach any other plane, though you appear 5 to 500 miles (5d%) from your intended destination.</p>
      <p><i>Note: Plane shift</i> transports creatures instantaneously and then ends. The creatures need to find other means if they are to travel back.</p>
      <p/>
    

full_text:
      <div topic='Plane Shift' level='5'><p><h5>Plane Shift</h5></p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'><tr maxcol='3' curcol='3'><td width='25%'/><td>Conjuration (Teleportation)<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:</b><br/></td><td>Cleric 5, Sorcerer/Wizard 7<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:</b><br/></td><td>V, S, F<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:</b><br/></td><td>1 standard action<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:</b><br/></td><td>Touch<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Target:</b><br/></td><td>Creature touched, or up to eight willing creatures joining hands<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:</b><br/></td><td>Instantaneous<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:</b><br/></td><td>Will negates<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:</b><br/></td><td>Yes<br/></td></tr></table><p>You move yourself or some other creature to another plane of existence or alternate dimension. If several willing persons link hands in a circle, as many as eight can be affected by the <i>plane shift</i> at the same time. Precise accuracy as to a particular arrival location on the intended plane is nigh impossible. From the Material Plane, you can reach any other plane, though you appear 5 to 500 miles (5d%) from your intended destination.</p><p><i>Note: Plane shift</i> transports creatures instantaneously and then ends. The creatures need to find other means if they are to travel back.</p><p><i>Focus:</i> A small, forked metal rod. The size and metal type dictates to which plane of existence or alternate dimension the spell sends the affected creatures.</p><p/>
</div>
    


name: Plant Growth
altname: plant growth
school: Transmutation
subschool: None
descriptor: None
spellcraft_dc: None
level: Druid 3, Plant 3, Ranger 3
components: V, S, DF
casting_time: 1 standard action
range: See text
target: See text
area: See text
effect: None
duration: Instantaneous
saving_throw: None
spell_resistance: No
short_description: Grows vegetation, improves crops.
to_develop: None
material_components: None
arcane_material_components: None
focus: None
xp_cost: None
arcane_focus: None
wizard_focus: None
verbal_components: None
sorcerer_focus: None
bard_focus: None
cleric_focus: None
druid_focus: None
reference: SRD 3.5 SpellsP-R
description:
      <p><i>Plant growth</i> has different effects depending on the version chosen.</p>
      <p><i>Overgrowth:</i> This effect causes normal vegetation (grasses, briars, bushes, creepers, thistles, trees, vines) within long range (400 feet + 40 feet per caster level) to become thick and overgrown. The plants entwine to form a thicket or jungle that creatures must hack or force a way through. Speed drops to 5 feet, or 10 feet for Large or larger creatures. The area must have brush and trees in it for this spell to take effect.</p>
      <p>At your option, the area can be a 100-foot-radius circle, a 150-foot-radius semicircle, or a 200-foot-radius quarter circle.</p>
      <p>You may designate places within the area that are not affected.</p>
      <p><i>Enrichment:</i> This effect targets plants within a range of one-half mile, raising their potential productivity over the course of the next year to one-third above normal.</p>
      <p><i>Plant growth</i> counters <i>diminish plants</i>.</p>
      <p>This spell has no effect on plant creatures.</p>
      <p/>
    

full_text:
      <div topic='Plant Growth' level='5'><p><h5>Plant Growth</h5></p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'><tr maxcol='3' curcol='3'><td width='25%'/><td>Transmutation<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:</b><br/></td><td>Druid 3, Plant 3, Ranger 3<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:</b><br/></td><td>V, S, DF<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:</b><br/></td><td>1 standard action<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:</b><br/></td><td>See text<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Target or Area:</b><br/></td><td>See text<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:</b><br/></td><td>Instantaneous<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:</b><br/></td><td>None<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:</b><br/></td><td>No<br/></td></tr></table><p><i>Plant growth</i> has different effects depending on the version chosen.</p><p><i>Overgrowth:</i> This effect causes normal vegetation (grasses, briars, bushes, creepers, thistles, trees, vines) within long range (400 feet + 40 feet per caster level) to become thick and overgrown. The plants entwine to form a thicket or jungle that creatures must hack or force a way through. Speed drops to 5 feet, or 10 feet for Large or larger creatures. The area must have brush and trees in it for this spell to take effect.</p><p>At your option, the area can be a 100-foot-radius circle, a 150-foot-radius semicircle, or a 200-foot-radius quarter circle.</p><p>You may designate places within the area that are not affected.</p><p><i>Enrichment:</i> This effect targets plants within a range of one-half mile, raising their potential productivity over the course of the next year to one-third above normal.</p><p><i>Plant growth</i> counters <i>diminish plants</i>.</p><p>This spell has no effect on plant creatures.</p><p/>
</div>
    


name: Poison
altname: poison
school: Necromancy
subschool: None
descriptor: None
spellcraft_dc: None
level: Cleric 4, Druid 3
components: V, S, DF
casting_time: 1 standard action
range: Touch
target: Living creature touched
area: None
effect: None
duration: Instantaneous; see text
saving_throw: Fortitude negates; see text
spell_resistance: Yes
short_description: Touch deals 1d10 Con damage, repeats in 1 min.
to_develop: None
material_components: None
arcane_material_components: None
focus: None
xp_cost: None
arcane_focus: None
wizard_focus: None
verbal_components: None
sorcerer_focus: None
bard_focus: None
cleric_focus: None
druid_focus: None
reference: SRD 3.5 SpellsP-R
description:
      <p>Calling upon the venomous powers of natural predators, you infect the subject with a horrible poison by making a successful melee touch attack. The poison deals 1d10 points of temporary Constitution damage immediately and another 1d10 points of temporary Constitution damage 1 minute later. Each instance of damage can be negated by a Fortitude save (DC 10 + 1/2 your caster level + your Wis modifier).</p>
      <p/>
    

full_text:
      <div topic='Poison' level='5'><p><h5>Poison</h5></p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'><tr maxcol='3' curcol='3'><td width='25%'/><td>Necromancy<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:</b><br/></td><td>Cleric 4, Druid 3<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:</b><br/></td><td>V, S, DF<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:</b><br/></td><td>1 standard action<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:</b><br/></td><td>Touch<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Target:</b><br/></td><td>Living creature touched<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:</b><br/></td><td>Instantaneous; see text<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:</b><br/></td><td>Fortitude negates; see text<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:</b><br/></td><td>Yes<br/></td></tr></table><p>Calling upon the venomous powers of natural predators, you infect the subject with a horrible poison by making a successful melee touch attack. The poison deals 1d10 points of temporary Constitution damage immediately and another 1d10 points of temporary Constitution damage 1 minute later. Each instance of damage can be negated by a Fortitude save (DC 10 + 1/2 your caster level + your Wis modifier).</p><p/>
</div>
    


name: Polar Ray
altname: polar ray
school: Evocation
subschool: None
descriptor: Cold
spellcraft_dc: None
level: Sorcerer/Wizard 8
components: V, S, F
casting_time: 1 standard action
range: Close (25 ft. + 5 ft./2 levels)
target: None
area: None
effect: Ray
duration: Instantaneous
saving_throw: None
spell_resistance: Yes
short_description: Ranged touch attack deals 1d6/level cold damage.
to_develop: None
material_components: None
arcane_material_components: None
focus: A small, white ceramic cone or prism.
xp_cost: None
arcane_focus: None
wizard_focus: None
verbal_components: None
sorcerer_focus: None
bard_focus: None
cleric_focus: None
druid_focus: None
reference: SRD 3.5 SpellsP-R
description:
      <p>A blue-white ray of freezing air and ice springs from your hand. You must succeed on a ranged touch attack with the ray to deal damage to a target. The ray deals 1d6 points of cold damage per caster level (maximum 25d6).</p>
      <p/>
    

full_text:
      <div topic='Polar Ray' level='5'><p><h5>Polar Ray</h5></p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'><tr maxcol='3' curcol='3'><td width='25%'/><td>Evocation [Cold]<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:</b><br/></td><td>Sorcerer/Wizard 8<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:</b><br/></td><td>V, S, F<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:</b><br/></td><td>1 standard action<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:</b><br/></td><td>Close (25 ft. + 5 ft./2 levels)<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Effect:</b><br/></td><td>Ray<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:</b><br/></td><td>Instantaneous<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:</b><br/></td><td>None<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:</b><br/></td><td>Yes<br/></td></tr></table><p>A blue-white ray of freezing air and ice springs from your hand. You must succeed on a ranged touch attack with the ray to deal damage to a target. The ray deals 1d6 points of cold damage per caster level (maximum 25d6).</p><p><i>Focus:</i> A small, white ceramic cone or prism.</p><p/>
</div>
    


name: Polymorph
altname: polymorph
school: Transmutation
subschool: None
descriptor: None
spellcraft_dc: None
level: Sorcerer/Wizard 4
components: V, S, M
casting_time: 1 standard action
range: Touch
target: Willing living creature touched
area: None
effect: None
duration: 1 min./level (D)
saving_throw: None
spell_resistance: No
short_description: Gives one willing subject a new form.
to_develop: None
material_components: An empty cocoon.
arcane_material_components: None
focus: None
xp_cost: None
arcane_focus: None
wizard_focus: None
verbal_components: None
sorcerer_focus: None
bard_focus: None
cleric_focus: None
druid_focus: None
reference: SRD 3.5 SpellsP-R
description:
      <p>This spell functions like <i>alter self</i>,  except that you change the willing subject into another form of living creature. The new form may be of the same type as the subject or any of the following types: aberration, animal, dragon, fey, giant, humanoid, magical beast, monstrous humanoid, ooze, plant, or vermin. The assumed form can't have more Hit Dice than your caster level (or the subject's HD, whichever is lower), to a maximum of 15 HD at 15th level. You can't cause a subject to assume a form smaller than Fine, nor can you cause a subject to assume an incorporeal or gaseous form. The subject's creature type and subtype (if any) change to match the new form.</p>
      <p>Upon changing, the subject regains lost hit points as if it had rested for a night (though this healing does not restore temporary ability damage and provide other benefits of resting; and changing back does not heal the subject further). If slain, the subject reverts to its original form, though it remains dead.</p>
      <p>The subject gains the Strength, Dexterity, and Constitution scores of the new form but retains its own Intelligence, Wisdom, and Charisma scores. It also gains all extraordinary special attacks possessed by the form but does not gain the extraordinary special qualities possessed by the new form or any supernatural or spell-like abilities.</p>
      <p>Incorporeal or gaseous creatures are immune to being <i>polymorphed</i>, and a creature with the shapechanger subtype can revert to its natural form as a standard action.</p>
      <p/>
    

full_text:
      <div topic='Polymorph' level='5'><p><h5>Polymorph</h5></p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'><tr maxcol='3' curcol='3'><td width='25%'/><td>Transmutation<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:</b><br/></td><td>Sorcerer/Wizard 4<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:</b><br/></td><td>V, S, M<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:</b><br/></td><td>1 standard action<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:</b><br/></td><td>Touch<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Target:</b><br/></td><td>Willing living creature touched<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:</b><br/></td><td>1 min./level (D)<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:</b><br/></td><td>None<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:</b><br/></td><td>No<br/></td></tr></table><p>This spell functions like <i>alter self</i>,  except that you change the willing subject into another form of living creature. The new form may be of the same type as the subject or any of the following types: aberration, animal, dragon, fey, giant, humanoid, magical beast, monstrous humanoid, ooze, plant, or vermin. The assumed form can't have more Hit Dice than your caster level (or the subject's HD, whichever is lower), to a maximum of 15 HD at 15th level. You can't cause a subject to assume a form smaller than Fine, nor can you cause a subject to assume an incorporeal or gaseous form. The subject's creature type and subtype (if any) change to match the new form.</p><p>Upon changing, the subject regains lost hit points as if it had rested for a night (though this healing does not restore temporary ability damage and provide other benefits of resting; and changing back does not heal the subject further). If slain, the subject reverts to its original form, though it remains dead.</p><p>The subject gains the Strength, Dexterity, and Constitution scores of the new form but retains its own Intelligence, Wisdom, and Charisma scores. It also gains all extraordinary special attacks possessed by the form but does not gain the extraordinary special qualities possessed by the new form or any supernatural or spell-like abilities.</p><p>Incorporeal or gaseous creatures are immune to being <i>polymorphed</i>, and a creature with the shapechanger subtype can revert to its natural form as a standard action.</p><p><i>Material Component:</i> An empty cocoon.</p><p/>
</div>
    


name: Polymorph Any Object
altname: polymorph any object
school: Transmutation
subschool: None
descriptor: None
spellcraft_dc: None
level: Sorcerer/Wizard 8, Trickery 8
components: V, S, M/DF
casting_time: 1 standard action
range: Close (25 ft. + 5 ft./2 levels)
target: One creature, or one nonmagical object of up to 100 cu. ft./level
area: None
effect: None
duration: See text
saving_throw: Fortitude negates (object); see text
spell_resistance: Yes (object)
short_description: Changes any subject into anything else.
to_develop: None
material_components: An empty cocoon.
arcane_material_components: Mercury, gum arabic, and smoke.
focus: None
xp_cost: None
arcane_focus: None
wizard_focus: None
verbal_components: None
sorcerer_focus: None
bard_focus: None
cleric_focus: None
druid_focus: None
reference: SRD 3.5 SpellsP-R
description:
      <p>This spell functions like <i>polymorph</i>,  except that it changes one object or creature into another. The duration of the spell depends on how radical a change is made from the original state to its enchanted state. The duration is determined by using the following guidelines.</p>
      <table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'>

<tr maxcol='3' curcol='3'>
<td><b>Changed Subject Is:</b><br/></td>
<td><b>Increase to Duration Factor</b>
<sup><b>1</b></sup><br/></td>

</tr>

<tr maxcol='3' curcol='3'>
<td>Same kingdom (animal, vegetable, mineral)<br/></td>
<td>+5<br/></td>

</tr>
<tr maxcol='3' curcol='3'>
<td>Same class (mammals, fungi, metals, etc.)<br/></td>
<td>+2<br/></td>

</tr>
<tr maxcol='3' curcol='3'>
<td>Same size<br/></td>
<td>+2<br/></td>

</tr>
<tr maxcol='3' curcol='3'>
<td>Related (twig is to tree, wolf fur is to wolf, etc.)<br/></td>
<td>+2<br/></td>

</tr>
<tr maxcol='3' curcol='3'>
<td>Same or lower Intelligence<br/></td>
<td>+2<br/></td>

</tr>

<tr maxcol='3' curcol='2'>
<td colspan='2'>1 Add all that apply. Look up the total on the next table.<br/></td>

</tr>
</table>
      <p/>
      <table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'>

<tr maxcol='4' curcol='4'>
<td><b>Duration Factor</b><br/></td>
<td><b>Duration</b><br/></td>
<td><b>Example</b><br/></td>

</tr>

<tr maxcol='4' curcol='4'>
<td>0<br/></td>
<td>20 minutes<br/></td>
<td>Pebble to human<br/></td>

</tr>
<tr maxcol='4' curcol='4'>
<td>2<br/></td>
<td>1 hour<br/></td>
<td>Marionette to human<br/></td>

</tr>
<tr maxcol='4' curcol='4'>
<td>4<br/></td>
<td>3 hours<br/></td>
<td>Human to marionette<br/></td>

</tr>
<tr maxcol='4' curcol='4'>
<td>5<br/></td>
<td>12 hours<br/></td>
<td>Lizard to manticore<br/></td>

</tr>
<tr maxcol='4' curcol='4'>
<td>6<br/></td>
<td>2 days<br/></td>
<td>Sheep to wool coat<br/></td>

</tr>
<tr maxcol='4' curcol='4'>
<td>7<br/></td>
<td>1 week<br/></td>
<td>Shrew to manticore<br/></td>

</tr>

<tr maxcol='4' curcol='4'>
<td>9+<br/></td>
<td>Permanent<br/></td>
<td>Manticore to shrew<br/></td>

</tr>
</table>
      <p>Unlike <i>polymorph</i>,  <i>polymorph any object</i> does grant the creature the Intelligence score of its new form. If the original form didn't have a Wisdom or Charisma score, it gains those scores as appropriate for the new form.</p>
      <p>Damage taken by the new form can result in the injury or death of the polymorphed creature. In general, damage occurs when the new form is changed through physical force.</p>
      <p>A nonmagical object cannot be made into a magic item with this spell. Magic items aren't affected by this spell.</p>
      <p>This spell cannot create material of great intrinsic value, such as copper, silver, gems, silk, gold, platinum, mithral, or adamantine. It also cannot reproduce the special properties of cold iron in order to overcome the damage reduction of certain creatures.</p>
      <p>This spell can also be used to duplicate the effects of <i>baleful polymorph</i>,  <i>polymorph</i>,  <i>flesh to stone</i>, <i>stone to flesh</i>, <i>transmute mud to rock</i>, <i>transmute metal to wood</i>,  or <i>transmute rock to mud</i>.</p>
      <p/>
    

full_text:
      <div topic='Polymorph Any Object' level='5'><p><h5>Polymorph Any Object</h5></p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'><tr maxcol='3' curcol='3'><td width='25%'/><td>Transmutation<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:</b><br/></td><td>Sorcerer/Wizard 8, Trickery 8<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:</b><br/></td><td>V, S, M/DF<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:</b><br/></td><td>1 standard action<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:</b><br/></td><td>Close (25 ft. + 5 ft./2 levels)<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Target:</b><br/></td><td>One creature, or one nonmagical object of up to 100 cu. ft./level<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:</b><br/></td><td>See text<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:</b><br/></td><td>Fortitude negates (object); see text<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:</b><br/></td><td>Yes (object)<br/></td></tr></table><p>This spell functions like <i>polymorph</i>,  except that it changes one object or creature into another. The duration of the spell depends on how radical a change is made from the original state to its enchanted state. The duration is determined by using the following guidelines.</p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'>

<tr maxcol='3' curcol='3'>
<td><b>Changed Subject Is:</b><br/></td>
<td><b>Increase to Duration Factor</b>
<sup><b>1</b></sup><br/></td>

</tr>

<tr maxcol='3' curcol='3'>
<td>Same kingdom (animal, vegetable, mineral)<br/></td>
<td>+5<br/></td>

</tr>
<tr maxcol='3' curcol='3'>
<td>Same class (mammals, fungi, metals, etc.)<br/></td>
<td>+2<br/></td>

</tr>
<tr maxcol='3' curcol='3'>
<td>Same size<br/></td>
<td>+2<br/></td>

</tr>
<tr maxcol='3' curcol='3'>
<td>Related (twig is to tree, wolf fur is to wolf, etc.)<br/></td>
<td>+2<br/></td>

</tr>
<tr maxcol='3' curcol='3'>
<td>Same or lower Intelligence<br/></td>
<td>+2<br/></td>

</tr>

<tr maxcol='3' curcol='2'>
<td colspan='2'>1 Add all that apply. Look up the total on the next table.<br/></td>

</tr>
</table><p/><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'>

<tr maxcol='4' curcol='4'>
<td><b>Duration Factor</b><br/></td>
<td><b>Duration</b><br/></td>
<td><b>Example</b><br/></td>

</tr>

<tr maxcol='4' curcol='4'>
<td>0<br/></td>
<td>20 minutes<br/></td>
<td>Pebble to human<br/></td>

</tr>
<tr maxcol='4' curcol='4'>
<td>2<br/></td>
<td>1 hour<br/></td>
<td>Marionette to human<br/></td>

</tr>
<tr maxcol='4' curcol='4'>
<td>4<br/></td>
<td>3 hours<br/></td>
<td>Human to marionette<br/></td>

</tr>
<tr maxcol='4' curcol='4'>
<td>5<br/></td>
<td>12 hours<br/></td>
<td>Lizard to manticore<br/></td>

</tr>
<tr maxcol='4' curcol='4'>
<td>6<br/></td>
<td>2 days<br/></td>
<td>Sheep to wool coat<br/></td>

</tr>
<tr maxcol='4' curcol='4'>
<td>7<br/></td>
<td>1 week<br/></td>
<td>Shrew to manticore<br/></td>

</tr>

<tr maxcol='4' curcol='4'>
<td>9+<br/></td>
<td>Permanent<br/></td>
<td>Manticore to shrew<br/></td>

</tr>
</table><p>Unlike <i>polymorph</i>,  <i>polymorph any object</i> does grant the creature the Intelligence score of its new form. If the original form didn't have a Wisdom or Charisma score, it gains those scores as appropriate for the new form.</p><p>Damage taken by the new form can result in the injury or death of the polymorphed creature. In general, damage occurs when the new form is changed through physical force.</p><p>A nonmagical object cannot be made into a magic item with this spell. Magic items aren't affected by this spell.</p><p>This spell cannot create material of great intrinsic value, such as copper, silver, gems, silk, gold, platinum, mithral, or adamantine. It also cannot reproduce the special properties of cold iron in order to overcome the damage reduction of certain creatures.</p><p>This spell can also be used to duplicate the effects of <i>baleful polymorph</i>,  <i>polymorph</i>,  <i>flesh to stone</i>, <i>stone to flesh</i>, <i>transmute mud to rock</i>, <i>transmute metal to wood</i>,  or <i>transmute rock to mud</i>.</p><p><i>Arcane Material Component:</i> Mercury, gum arabic, and smoke.</p><p/>
</div>
    


name: Power Word Blind
altname: power word blind
school: Enchantment
subschool: Compulsion
descriptor: Mind-Affecting
spellcraft_dc: None
level: Sorcerer/Wizard 7, War 7
components: V
casting_time: 1 standard action
range: Close (25 ft. + 5 ft./2 levels)
target: One creature with 200 hp or less
area: None
effect: None
duration: See text
saving_throw: None
spell_resistance: Yes
short_description: Blinds creature with 200 hp or less.
to_develop: None
material_components: None
arcane_material_components: None
focus: None
xp_cost: None
arcane_focus: None
wizard_focus: None
verbal_components: None
sorcerer_focus: None
bard_focus: None
cleric_focus: None
druid_focus: None
reference: SRD 3.5 SpellsP-R
description:
      <p>You utter a single word of power that causes one creature of your choice to become blinded, whether the creature can hear the word or not. The duration of the spell depends on the target's current hit point total. Any creature that currently has 201 or more hit points is unaffected by <i>power word blind</i>.</p>
      <table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'>

<tr maxcol='3' curcol='3'>
<td><b>Hit Points</b><br/></td> <td><b>Duration</b><br/></td>

</tr>

<tr maxcol='3' curcol='3'>
<td>50 or less<br/></td>
<td>Permanent<br/></td>

</tr>
<tr maxcol='3' curcol='3'>
<td>51-100<br/></td>
<td>1d4+1 minutes<br/></td>

</tr>

<tr maxcol='3' curcol='3'>
<td>101-200<br/></td>
<td>1d4+1 rounds<br/></td>

</tr>
</table>
      <p/>
    

full_text:
      <div topic='Power Word Blind' level='5'><p><h5>Power Word Blind</h5></p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'><tr maxcol='3' curcol='3'><td width='25%'/><td>Enchantment (Compulsion) [Mind-Affecting]<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:</b><br/></td><td>Sorcerer/Wizard 7, War 7<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:</b><br/></td><td>V<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:</b><br/></td><td>1 standard action<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:</b><br/></td><td>Close (25 ft. + 5 ft./2 levels)<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Target:</b><br/></td><td>One creature with 200 hp or less<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:</b><br/></td><td>See text<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:</b><br/></td><td>None<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:</b><br/></td><td>Yes<br/></td></tr></table><p>You utter a single word of power that causes one creature of your choice to become blinded, whether the creature can hear the word or not. The duration of the spell depends on the target's current hit point total. Any creature that currently has 201 or more hit points is unaffected by <i>power word blind</i>.</p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'>

<tr maxcol='3' curcol='3'>
<td><b>Hit Points</b><br/></td> <td><b>Duration</b><br/></td>

</tr>

<tr maxcol='3' curcol='3'>
<td>50 or less<br/></td>
<td>Permanent<br/></td>

</tr>
<tr maxcol='3' curcol='3'>
<td>51-100<br/></td>
<td>1d4+1 minutes<br/></td>

</tr>

<tr maxcol='3' curcol='3'>
<td>101-200<br/></td>
<td>1d4+1 rounds<br/></td>

</tr>
</table><p/>
</div>
    


name: Power Word Kill
altname: power word kill
school: Enchantment
subschool: Compulsion
descriptor: Death, Mind-Affecting
spellcraft_dc: None
level: Sorcerer/Wizard 9, War 9
components: V
casting_time: 1 standard action
range: Close (25 ft. + 5 ft./2 levels)
target: One living creature with 100 hp or less
area: None
effect: None
duration: Instantaneous
saving_throw: None
spell_resistance: Yes
short_description: Kills one creature with 100 hp or less.
to_develop: None
material_components: None
arcane_material_components: None
focus: None
xp_cost: None
arcane_focus: None
wizard_focus: None
verbal_components: None
sorcerer_focus: None
bard_focus: None
cleric_focus: None
druid_focus: None
reference: SRD 3.5 SpellsP-R
description:
      <p>You utter a single word of power that instantly kills one creature of your choice, whether the creature can hear the word or not. Any creature that currently has 101 or more hit points is unaffected by <i>power word kill</i>.</p>
      <p/>
    

full_text:
      <div topic='Power Word Kill' level='5'><p><h5>Power Word Kill</h5></p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'><tr maxcol='3' curcol='3'><td width='25%'/><td>Enchantment (Compulsion) [Death, Mind-Affecting]<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:</b><br/></td><td>Sorcerer/Wizard 9, War 9<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:</b><br/></td><td>V<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:</b><br/></td><td>1 standard action<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:</b><br/></td><td>Close (25 ft. + 5 ft./2 levels)<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Target:</b><br/></td><td>One living creature with 100 hp or less<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:</b><br/></td><td>Instantaneous<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:</b><br/></td><td>None<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:</b><br/></td><td>Yes<br/></td></tr></table><p>You utter a single word of power that instantly kills one creature of your choice, whether the creature can hear the word or not. Any creature that currently has 101 or more hit points is unaffected by <i>power word kill</i>.</p><p/>
</div>
    


name: Power Word Stun
altname: power word stun
school: Enchantment
subschool: Compulsion
descriptor: Mind-Affecting
spellcraft_dc: None
level: Sorcerer/Wizard 8, War 8
components: V
casting_time: 1 standard action
range: Close (25 ft. + 5 ft./2 levels)
target: One creature with 150 hp or less
area: None
effect: None
duration: See text
saving_throw: None
spell_resistance: Yes
short_description: Stuns creature with 150 hp or less.
to_develop: None
material_components: None
arcane_material_components: None
focus: None
xp_cost: None
arcane_focus: None
wizard_focus: None
verbal_components: None
sorcerer_focus: None
bard_focus: None
cleric_focus: None
druid_focus: None
reference: SRD 3.5 SpellsP-R
description:
      <p>You utter a single word of power that instantly causes one creature of your choice to become stunned, whether the creature can hear the word or not. The duration of the spell depends on the target's current hit point total. Any creature that currently has 151 or more hit points is unaffected by <i>power word stun</i>.</p>
      <table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'>

<tr maxcol='3' curcol='3'>
<td><b>Hit Points</b><br/></td>
<td><b>Duration</b><br/></td>

</tr>

<tr maxcol='3' curcol='3'>
<td>50 or less<br/></td>
<td>4d4 rounds<br/></td>

</tr>
<tr maxcol='3' curcol='3'>
<td>51-100<br/></td>
<td>2d4 rounds<br/></td>

</tr>

<tr maxcol='3' curcol='3'>
<td>101-150<br/></td>
<td>1d4 rounds<br/></td>

</tr>
</table>
      <p/>
    

full_text:
      <div topic='Power Word Stun' level='5'><p><h5>Power Word Stun</h5></p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'><tr maxcol='3' curcol='3'><td width='25%'/><td>Enchantment (Compulsion) [Mind-Affecting]<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:</b><br/></td><td>Sorcerer/Wizard 8, War 8<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:</b><br/></td><td>V<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:</b><br/></td><td>1 standard action<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:</b><br/></td><td>Close (25 ft. + 5 ft./2 levels)<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Target:</b><br/></td><td>One creature with 150 hp or less<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:</b><br/></td><td>See text<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:</b><br/></td><td>None<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:</b><br/></td><td>Yes<br/></td></tr></table><p>You utter a single word of power that instantly causes one creature of your choice to become stunned, whether the creature can hear the word or not. The duration of the spell depends on the target's current hit point total. Any creature that currently has 151 or more hit points is unaffected by <i>power word stun</i>.</p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'>

<tr maxcol='3' curcol='3'>
<td><b>Hit Points</b><br/></td>
<td><b>Duration</b><br/></td>

</tr>

<tr maxcol='3' curcol='3'>
<td>50 or less<br/></td>
<td>4d4 rounds<br/></td>

</tr>
<tr maxcol='3' curcol='3'>
<td>51-100<br/></td>
<td>2d4 rounds<br/></td>

</tr>

<tr maxcol='3' curcol='3'>
<td>101-150<br/></td>
<td>1d4 rounds<br/></td>

</tr>
</table><p/>
</div>
    


name: Prayer
altname: prayer
school: Enchantment
subschool: Compulsion
descriptor: Mind-Affecting
spellcraft_dc: None
level: Cleric 3, Paladin 3
components: V, S, DF
casting_time: 1 standard action
range: 40 ft.
target: None
area: All allies and foes within a 40-ft. -radius burst centered on you
effect: None
duration: 1 round/level
saving_throw: None
spell_resistance: Yes
short_description: Allies +1 bonus on most rolls, enemies -1 penalty.
to_develop: None
material_components: None
arcane_material_components: None
focus: None
xp_cost: None
arcane_focus: None
wizard_focus: None
verbal_components: None
sorcerer_focus: None
bard_focus: None
cleric_focus: None
druid_focus: None
reference: SRD 3.5 SpellsP-R
description:
      <p>You bring special favor upon yourself and your allies while bringing disfavor to your enemies. You and your each of your allies gain a +1 luck bonus on attack rolls, weapon damage rolls, saves, and skill checks, while each of your foes takes a -1 penalty on such rolls.</p>
      <p/>
    

full_text:
      <div topic='Prayer' level='5'><p><h5>Prayer</h5></p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'><tr maxcol='3' curcol='3'><td width='25%'/><td>Enchantment (Compulsion) [Mind-Affecting]<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:</b><br/></td><td>Cleric 3, Paladin 3<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:</b><br/></td><td>V, S, DF<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:</b><br/></td><td>1 standard action<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:</b><br/></td><td>40 ft.<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Area:</b><br/></td><td>All allies and foes within a 40-ft. -radius burst centered on you<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:</b><br/></td><td>1 round/level<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:</b><br/></td><td>None<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:</b><br/></td><td>Yes<br/></td></tr></table><p>You bring special favor upon yourself and your allies while bringing disfavor to your enemies. You and your each of your allies gain a +1 luck bonus on attack rolls, weapon damage rolls, saves, and skill checks, while each of your foes takes a -1 penalty on such rolls.</p><p/>
</div>
    


name: Prestidigitation
altname: prestidigitation
school: Universal
subschool: None
descriptor: None
spellcraft_dc: None
level: Bard 0, Sorcerer/Wizard 0
components: V, S
casting_time: 1 standard action
range: 10 ft.
target: See text
area: See text
effect: See text
duration: 1 hour
saving_throw: See text
spell_resistance: No
short_description: Performs minor tricks.
to_develop: None
material_components: None
arcane_material_components: None
focus: None
xp_cost: None
arcane_focus: None
wizard_focus: None
verbal_components: None
sorcerer_focus: None
bard_focus: None
cleric_focus: None
druid_focus: None
reference: SRD 3.5 SpellsP-R
description:
      <p>Prestidigitations are minor tricks that novice spellcasters use for practice. Once cast, a <i>Prestidigitation</i> spell enables you to perform simple magical effects for 1 hour. The effects are minor and have severe limitations. A prestidigitation can slowly lift 1 pound of material. It can color, clean, or soil items in a 1-foot cube each round. It can chill, warm, or flavor 1 pound of nonliving material. It cannot deal damage or affect the concentration of spellcasters. <i>Prestidigitation</i> can create small objects, but they look crude and artificial. The materials created by a <i>Prestidigitation</i> spell are extremely fragile, and they cannot be used as tools, weapons, or spell components. Finally, a <i>Prestidigitation</i> lacks the power to duplicate any other spell effects. Any actual change to an object (beyond just moving, cleaning, or soiling it) persists only 1 hour.</p>
      <p/>
    

full_text:
      <div topic='Prestidigitation' level='5'><p><h5>Prestidigitation</h5></p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'><tr maxcol='3' curcol='3'><td width='25%'/><td>Universal<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:</b><br/></td><td>Bard 0, Sorcerer/Wizard 0<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:</b><br/></td><td>V, S<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:</b><br/></td><td>1 standard action<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:</b><br/></td><td>10 ft.<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Target, Effect, or Area:</b><br/></td><td>See text<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:</b><br/></td><td>1 hour<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:</b><br/></td><td>See text<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:</b><br/></td><td>No<br/></td></tr></table><p>Prestidigitations are minor tricks that novice spellcasters use for practice. Once cast, a <i>Prestidigitation</i> spell enables you to perform simple magical effects for 1 hour. The effects are minor and have severe limitations. A prestidigitation can slowly lift 1 pound of material. It can color, clean, or soil items in a 1-foot cube each round. It can chill, warm, or flavor 1 pound of nonliving material. It cannot deal damage or affect the concentration of spellcasters. <i>Prestidigitation</i> can create small objects, but they look crude and artificial. The materials created by a <i>Prestidigitation</i> spell are extremely fragile, and they cannot be used as tools, weapons, or spell components. Finally, a <i>Prestidigitation</i> lacks the power to duplicate any other spell effects. Any actual change to an object (beyond just moving, cleaning, or soiling it) persists only 1 hour.</p><p/>
</div>
    


name: Prismatic Sphere
altname: prismatic sphere
school: Abjuration
subschool: None
descriptor: None
spellcraft_dc: None
level: Protection 9, Sorcerer/Wizard 9, Sun 9
components: V
casting_time: 1 standard action
range: 10 ft.
target: None
area: None
effect: 10-ft. -radius sphere centered on you
duration: 10 min./level (D)
saving_throw: See text
spell_resistance: See text
short_description: As prismatic wall, but surrounds on all sides.
to_develop: None
material_components: None
arcane_material_components: None
focus: None
xp_cost: None
arcane_focus: None
wizard_focus: None
verbal_components: None
sorcerer_focus: None
bard_focus: None
cleric_focus: None
druid_focus: None
reference: SRD 3.5 SpellsP-R
description:
      <p>This spell functions like <i>prismatic wall</i>,  except you conjure up an immobile, opaque globe of shimmering, multicolored light that surrounds you and protects you from all forms of attack. The sphere flashes in all colors of the visible spectrum.</p>
      <p>The sphere's <i>blindness</i> effect on creatures with less than 8 HD lasts 2d4x10 minutes.</p>
      <p>You can pass into and out of the <i>Prismatic sphere</i> and remain near it without harm. However, when you're inside it, the sphere blocks any attempt to project something through the sphere (including spells). Other creatures that attempt to attack you or pass through suffer the effects of each color, one at a time.</p>
      <p>Typically, only the upper hemisphere of the globe will exist, since you are at the center of the sphere, so the lower half is usually excluded by the floor surface you are standing on.</p>
      <p>The colors of the sphere have the same effects as the colors of a <i>prismatic wall</i>.</p>
      <p><i>Prismatic sphere</i> can be made permanent with a <i>permanency</i> spell.</p>
      <p/>
    

full_text:
      <div topic='Prismatic Sphere' level='5'><p><h5>Prismatic Sphere</h5></p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'><tr maxcol='3' curcol='3'><td width='25%'/><td>Abjuration<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:</b><br/></td><td>Protection 9, Sorcerer/Wizard 9, Sun 9<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:</b><br/></td><td>V<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:</b><br/></td><td>10 ft.<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Effect:</b><br/></td><td>10-ft. -radius sphere centered on you<br/></td></tr></table><p>This spell functions like <i>prismatic wall</i>,  except you conjure up an immobile, opaque globe of shimmering, multicolored light that surrounds you and protects you from all forms of attack. The sphere flashes in all colors of the visible spectrum.</p><p>The sphere's <i>blindness</i> effect on creatures with less than 8 HD lasts 2d4x10 minutes.</p><p>You can pass into and out of the <i>Prismatic sphere</i> and remain near it without harm. However, when you're inside it, the sphere blocks any attempt to project something through the sphere (including spells). Other creatures that attempt to attack you or pass through suffer the effects of each color, one at a time.</p><p>Typically, only the upper hemisphere of the globe will exist, since you are at the center of the sphere, so the lower half is usually excluded by the floor surface you are standing on.</p><p>The colors of the sphere have the same effects as the colors of a <i>prismatic wall</i>.</p><p><i>Prismatic sphere</i> can be made permanent with a <i>permanency</i> spell.</p><p/>
</div>
    


name: Prismatic Spray
altname: prismatic spray
school: Evocation
subschool: None
descriptor: None
spellcraft_dc: None
level: Sorcerer/Wizard 7
components: V, S
casting_time: 1 standard action
range: 60 ft.
target: None
area: Cone-shaped burst
effect: None
duration: Instantaneous
saving_throw: See text
spell_resistance: Yes
short_description: Rays hit subjects with variety of effects.
to_develop: None
material_components: None
arcane_material_components: None
focus: None
xp_cost: None
arcane_focus: None
wizard_focus: None
verbal_components: None
sorcerer_focus: None
bard_focus: None
cleric_focus: None
druid_focus: None
reference: SRD 3.5 SpellsP-R
description:
      <p>This spell causes seven shimmering, intertwined, multicolored beams of light to spray from your hand. Each beam has a different power. Creatures in the area of the spell with 8 HD or less are automatically blinded for 2d4 rounds. Every creature in the area is randomly struck by one or more beams, which have additional effects.</p>
      <table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'>

<tr maxcol='4' curcol='4'>
<td><b>1d8</b><br/></td> <td><b>Color of Beam</b><br/></td>
<td><b>Effect</b><br/></td>

</tr>

<tr maxcol='4' curcol='4'>
<td>1<br/></td>
<td>Red<br/></td>
<td>20 points fire damage (Reflex half)<br/></td>

</tr>
<tr maxcol='4' curcol='4'>
<td>2<br/></td>
<td>Orange<br/></td>
<td>40 points acid damage (Reflex half)<br/></td>

</tr>
<tr maxcol='4' curcol='4'>
<td>3<br/></td>
<td>Yellow<br/></td>
<td>80 points electricity damage (Reflex half)<br/></td>

</tr>
<tr maxcol='4' curcol='4'>
<td>4<br/></td>
<td>Green<br/></td>
<td>Poison (Kills; Fortitude partial, take 1d6 points of Con damage instead)<br/></td>

</tr>
<tr maxcol='4' curcol='4'>
<td>5<br/></td>
<td>Blue<br/></td>
<td>Turned to stone (Fortitude negates)<br/></td>

</tr>
<tr maxcol='4' curcol='4'>
<td>6<br/></td>
<td>Indigo<br/></td>
<td>Insane, as <i>insanity</i> spell (Will negates)<br/></td>

</tr>
<tr maxcol='4' curcol='4'>
<td>7<br/></td>
<td>Violet<br/></td>
<td>Sent to another plane (Will negates)<br/></td>

</tr>

<tr maxcol='4' curcol='3'>
<td>8<br/></td>
<td colspan='2' align='center'>Struck by two rays; roll twice more, ignoring any '8' results.<br/></td>

</tr>
</table>
      <p/>
    

full_text:
      <div topic='Prismatic Spray' level='5'><p><h5>Prismatic Spray</h5></p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'><tr maxcol='3' curcol='3'><td width='25%'/><td>Evocation<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:</b><br/></td><td>Sorcerer/Wizard 7<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:</b><br/></td><td>V, S<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:</b><br/></td><td>1 standard action<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:</b><br/></td><td>60 ft.<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Area:</b><br/></td><td>Cone-shaped burst<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:</b><br/></td><td>Instantaneous<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:</b><br/></td><td>See text<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:</b><br/></td><td>Yes<br/></td></tr></table><p>This spell causes seven shimmering, intertwined, multicolored beams of light to spray from your hand. Each beam has a different power. Creatures in the area of the spell with 8 HD or less are automatically blinded for 2d4 rounds. Every creature in the area is randomly struck by one or more beams, which have additional effects.</p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'>

<tr maxcol='4' curcol='4'>
<td><b>1d8</b><br/></td> <td><b>Color of Beam</b><br/></td>
<td><b>Effect</b><br/></td>

</tr>

<tr maxcol='4' curcol='4'>
<td>1<br/></td>
<td>Red<br/></td>
<td>20 points fire damage (Reflex half)<br/></td>

</tr>
<tr maxcol='4' curcol='4'>
<td>2<br/></td>
<td>Orange<br/></td>
<td>40 points acid damage (Reflex half)<br/></td>

</tr>
<tr maxcol='4' curcol='4'>
<td>3<br/></td>
<td>Yellow<br/></td>
<td>80 points electricity damage (Reflex half)<br/></td>

</tr>
<tr maxcol='4' curcol='4'>
<td>4<br/></td>
<td>Green<br/></td>
<td>Poison (Kills; Fortitude partial, take 1d6 points of Con damage instead)<br/></td>

</tr>
<tr maxcol='4' curcol='4'>
<td>5<br/></td>
<td>Blue<br/></td>
<td>Turned to stone (Fortitude negates)<br/></td>

</tr>
<tr maxcol='4' curcol='4'>
<td>6<br/></td>
<td>Indigo<br/></td>
<td>Insane, as <i>insanity</i> spell (Will negates)<br/></td>

</tr>
<tr maxcol='4' curcol='4'>
<td>7<br/></td>
<td>Violet<br/></td>
<td>Sent to another plane (Will negates)<br/></td>

</tr>

<tr maxcol='4' curcol='3'>
<td>8<br/></td>
<td colspan='2' align='center'>Struck by two rays; roll twice more, ignoring any '8' results.<br/></td>

</tr>
</table><p/>
</div>
    


name: Prismatic Wall
altname: prismatic wall
school: Abjuration
subschool: None
descriptor: None
spellcraft_dc: None
level: Sorcerer/Wizard 8
components: V, S
casting_time: 1 standard action
range: Close (25 ft. + 5 ft./2 levels)
target: None
area: None
effect: Wall 4 ft./level wide, 2 ft./level high
duration: 10 min./level (D)
saving_throw: See text
spell_resistance: See text
short_description: Wall's colors have array of effects.
to_develop: None
material_components: None
arcane_material_components: None
focus: None
xp_cost: None
arcane_focus: None
wizard_focus: None
verbal_components: None
sorcerer_focus: None
bard_focus: None
cleric_focus: None
druid_focus: None
reference: SRD 3.5 SpellsP-R
description:
      <p><i>Prismatic wall</i> creates a vertical, opaque wall-a shimmering, multicolored plane of light that protects you from all forms of attack. The wall flashes with seven colors, each of which has a distinct power and purpose. The wall is immobile, and you can pass through and remain near the wall without harm. However, any other creature with less than 8 HD that is within 20 feet of the wall is blinded for 2d4 rounds by the colors if it looks at the wall.</p>
      <p>The wall's maximum proportions are 4 feet wide per caster level and 2 feet high per caster level. A <i>Prismatic wall</i> spell cast to materialize in a space occupied by a creature is disrupted, and the spell is wasted.</p>
      <p>Each color in the wall has a special effect. The accompanying table shows the seven colors of the wall, the order in which they appear, their effects on creatures trying to attack you or pass through the wall, and the magic needed to negate each color.</p>
      <p>The wall can be destroyed, color by color, in consecutive order, by various magical effects; however, the first color must be brought down before the second can be affected, and so on. A <i>rod of cancellation</i> or a m<i>age's disjunction</i> spell destroys a <i>prismatic wall</i>, but an <i>antimagic field</i> fails to penetrate it. <i>dispel magic</i> and <i>greater dispel magic</i> cannot dispel the wall or anything beyond it. Spell resistance is effective against a <i>prismatic wall</i>, but the caster level check must be repeated for each color present.</p>
      <p><i>Prismatic wall</i> can be made permanent with a <i>permanency</i> spell.</p>
      <table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'>

<tr maxcol='5' curcol='5'>
<td><b>Color</b><br/></td> <td><b>Order</b><br/></td>
<td><b>Effect of Color</b><br/></td>
<td><b>Negated By</b><br/></td>

</tr>

<tr maxcol='5' curcol='5'>
<td>Red<br/></td>
<td>1st<br/></td>
<td>Stops nonmagical ranged weapons.<br/>
Deals 20 points of fire damage (Reflex half).<br/></td> <td><i>Cone of cold</i><br/></td>

</tr>
<tr maxcol='5' curcol='5'>
<td>Orange<br/></td>
<td>2nd<br/></td>
<td>Stops magical ranged weapons.<br/>
Deals 40 points of acid damage (Reflex half).<br/></td> <td><i>Gust of wind</i><br/></td>

</tr>
<tr maxcol='5' curcol='5'>
<td>Yellow<br/></td>
<td>3rd<br/></td>
<td>Stops poisons, gases, and petrification.<br/>
Deals 80 points of electricity damage (Reflex half).<br/></td> <td><i>Disintegrate</i><br/></td>

</tr>
<tr maxcol='5' curcol='5'>
<td>Green<br/></td>
<td>4th<br/></td>
<td>Stops breath weapons.<br/>
Poison (Kills; Fortitude partial for 1d6 points of Con damage instead).<br/></td> <td><i>Passwall</i><br/></td>

</tr>
<tr maxcol='5' curcol='5'>
<td>Blue<br/></td>
<td>5th<br/></td>
<td>Stops divination and mental attacks.<br/>
Turned to stone (Fortitude negates).<br/></td> <td><i>Magic missile</i><br/></td>

</tr>
<tr maxcol='5' curcol='5'>
<td>Indigo<br/></td>
<td>6th<br/></td>
<td>Stops all spells.<br/>
Will save or become insane (as <i>insanity</i> spell).<br/></td> <td><i>Daylight</i><br/></td>

</tr>
<tr maxcol='5' curcol='5'>
<td>Violet<br/></td>
<td>7th<br/></td>
<td>Energy field destroys all objects and effects.<b>1</b><br/>
Creatures sent to another plane (Will negates).<br/></td> <td><i>Dispel magic</i><br/></td>

</tr>

<tr maxcol='5' curcol='2'>
<td colspan='4'>1 The violet effect makes the special effects of the other six colors redundant, but these six effects are included here because certain magic items can create prismatic effects one color at a time, and spell resistance might render some colors ineffective (see above).<br/></td>

</tr>
</table>
      <p/>
    

full_text:
      <div topic='Prismatic Wall' level='5'><p><h5>Prismatic Wall</h5></p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'><tr maxcol='3' curcol='3'><td width='25%'/><td>Abjuration<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:</b><br/></td><td>Sorcerer/Wizard 8<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:</b><br/></td><td>V, S<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:</b><br/></td><td>1 standard action<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:</b><br/></td><td>Close (25 ft. + 5 ft./2 levels)<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Effect:</b><br/></td><td>Wall 4 ft./level wide, 2 ft./level high<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:</b><br/></td><td>10 min./level (D)<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:</b><br/></td><td>See text<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:</b><br/></td><td>See text<br/></td></tr></table><p><i>Prismatic wall</i> creates a vertical, opaque wall-a shimmering, multicolored plane of light that protects you from all forms of attack. The wall flashes with seven colors, each of which has a distinct power and purpose. The wall is immobile, and you can pass through and remain near the wall without harm. However, any other creature with less than 8 HD that is within 20 feet of the wall is blinded for 2d4 rounds by the colors if it looks at the wall.</p><p>The wall's maximum proportions are 4 feet wide per caster level and 2 feet high per caster level. A <i>Prismatic wall</i> spell cast to materialize in a space occupied by a creature is disrupted, and the spell is wasted.</p><p>Each color in the wall has a special effect. The accompanying table shows the seven colors of the wall, the order in which they appear, their effects on creatures trying to attack you or pass through the wall, and the magic needed to negate each color.</p><p>The wall can be destroyed, color by color, in consecutive order, by various magical effects; however, the first color must be brought down before the second can be affected, and so on. A <i>rod of cancellation</i> or a m<i>age's disjunction</i> spell destroys a <i>prismatic wall</i>, but an <i>antimagic field</i> fails to penetrate it. <i>dispel magic</i> and <i>greater dispel magic</i> cannot dispel the wall or anything beyond it. Spell resistance is effective against a <i>prismatic wall</i>, but the caster level check must be repeated for each color present.</p><p><i>Prismatic wall</i> can be made permanent with a <i>permanency</i> spell.</p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'>

<tr maxcol='5' curcol='5'>
<td><b>Color</b><br/></td> <td><b>Order</b><br/></td>
<td><b>Effect of Color</b><br/></td>
<td><b>Negated By</b><br/></td>

</tr>

<tr maxcol='5' curcol='5'>
<td>Red<br/></td>
<td>1st<br/></td>
<td>Stops nonmagical ranged weapons.<br/>
Deals 20 points of fire damage (Reflex half).<br/></td> <td><i>Cone of cold</i><br/></td>

</tr>
<tr maxcol='5' curcol='5'>
<td>Orange<br/></td>
<td>2nd<br/></td>
<td>Stops magical ranged weapons.<br/>
Deals 40 points of acid damage (Reflex half).<br/></td> <td><i>Gust of wind</i><br/></td>

</tr>
<tr maxcol='5' curcol='5'>
<td>Yellow<br/></td>
<td>3rd<br/></td>
<td>Stops poisons, gases, and petrification.<br/>
Deals 80 points of electricity damage (Reflex half).<br/></td> <td><i>Disintegrate</i><br/></td>

</tr>
<tr maxcol='5' curcol='5'>
<td>Green<br/></td>
<td>4th<br/></td>
<td>Stops breath weapons.<br/>
Poison (Kills; Fortitude partial for 1d6 points of Con damage instead).<br/></td> <td><i>Passwall</i><br/></td>

</tr>
<tr maxcol='5' curcol='5'>
<td>Blue<br/></td>
<td>5th<br/></td>
<td>Stops divination and mental attacks.<br/>
Turned to stone (Fortitude negates).<br/></td> <td><i>Magic missile</i><br/></td>

</tr>
<tr maxcol='5' curcol='5'>
<td>Indigo<br/></td>
<td>6th<br/></td>
<td>Stops all spells.<br/>
Will save or become insane (as <i>insanity</i> spell).<br/></td> <td><i>Daylight</i><br/></td>

</tr>
<tr maxcol='5' curcol='5'>
<td>Violet<br/></td>
<td>7th<br/></td>
<td>Energy field destroys all objects and effects.<b>1</b><br/>
Creatures sent to another plane (Will negates).<br/></td> <td><i>Dispel magic</i><br/></td>

</tr>

<tr maxcol='5' curcol='2'>
<td colspan='4'>1 The violet effect makes the special effects of the other six colors redundant, but these six effects are included here because certain magic items can create prismatic effects one color at a time, and spell resistance might render some colors ineffective (see above).<br/></td>

</tr>
</table><p/>
</div>
    


name: Produce Flame
altname: produce flame
school: Evocation
subschool: None
descriptor: Fire
spellcraft_dc: None
level: Druid 1, Fire 2
components: V, S
casting_time: 1 standard action
range: 0 ft.
target: None
area: None
effect: Flame in your palm
duration: 1 min./level (D)
saving_throw: None
spell_resistance: Yes
short_description: 1d6 damage +1/level, touch or thrown.
to_develop: None
material_components: None
arcane_material_components: None
focus: None
xp_cost: None
arcane_focus: None
wizard_focus: None
verbal_components: None
sorcerer_focus: None
bard_focus: None
cleric_focus: None
druid_focus: None
reference: SRD 3.5 SpellsP-R
description:
      <p>Flames as bright as a torch appear in your open hand. The flames harm neither you nor your equipment.</p>
      <p>In addition to providing illumination, the flames can be hurled or used to touch enemies. You can strike an opponent with a melee touch attack, dealing fire damage equal to 1d6 +1 point per caster level (maximum +5). Alternatively, you can hurl the flames up to 120 feet as a thrown weapon. When doing so, you attack with a ranged touch attack (with no range penalty) and deal the same damage as with the melee attack. No sooner do you hurl the flames than a new set appears in your hand. Each attack you make reduces the remaining duration by 1 minute. If an attack reduces the remaining duration to 0 minutes or less, the spell ends after the attack resolves.</p>
      <p>This spell does not function underwater.</p>
      <p/>
    

full_text:
      <div topic='Produce Flame' level='5'><p><h5>Produce Flame</h5></p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'><tr maxcol='3' curcol='3'><td width='25%'/><td>Evocation [Fire]<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:</b><br/></td><td>Druid 1, Fire 2<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:</b><br/></td><td>V, S<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:</b><br/></td><td>1 standard action<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:</b><br/></td><td>0 ft.<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Effect:</b><br/></td><td>Flame in your palm<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:</b><br/></td><td>1 min./level (D)<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:</b><br/></td><td>None<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:</b><br/></td><td>Yes<br/></td></tr></table><p>Flames as bright as a torch appear in your open hand. The flames harm neither you nor your equipment.</p><p>In addition to providing illumination, the flames can be hurled or used to touch enemies. You can strike an opponent with a melee touch attack, dealing fire damage equal to 1d6 +1 point per caster level (maximum +5). Alternatively, you can hurl the flames up to 120 feet as a thrown weapon. When doing so, you attack with a ranged touch attack (with no range penalty) and deal the same damage as with the melee attack. No sooner do you hurl the flames than a new set appears in your hand. Each attack you make reduces the remaining duration by 1 minute. If an attack reduces the remaining duration to 0 minutes or less, the spell ends after the attack resolves.</p><p>This spell does not function underwater.</p><p/>
</div>
    


name: Programmed Image
altname: programmed image
school: Illusion
subschool: Figment
descriptor: None
spellcraft_dc: None
level: Bard 6, Sorcerer/Wizard 6
components: V, S, F
casting_time: 1 standard action
range: Long (400 ft. + 40 ft./level)
target: None
area: None
effect: Visual figment that cannot extend beyond a 20-ft. cube + one 10-ft. cube/level (S)
duration: Permanent until triggered, then 1 round/level
saving_throw: Will disbelief (if interacted with)
spell_resistance: No
short_description: As major image, plus triggered by event.
to_develop: None
material_components: A bit of fleece and jade dust worth 25 gp.
arcane_material_components: None
focus: A bit of fleece.
xp_cost: None
arcane_focus: None
wizard_focus: None
verbal_components: None
sorcerer_focus: None
bard_focus: None
cleric_focus: None
druid_focus: None
reference: SRD 3.5 SpellsP-R
description:
      <p>This spell functions like <i>silent image</i>,  except that this spell's figment activates when a specific condition occurs. The figment includes visual, auditory, olfactory, and thermal elements, including intelligible speech.</p>
      <p>You set the triggering condition (which may be a special word) when casting the spell. The event that triggers the illusion can be as general or as specific and detailed as desired but must be based on an audible, tactile, olfactory, or visual trigger. The trigger cannot be based on some quality not normally obvious to the senses, such as alignment. (See <i>magic mouth</i> for more details about such triggers.)</p>
      <p/>
    

full_text:
      <div topic='Programmed Image' level='5'><p><h5>Programmed Image</h5></p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'><tr maxcol='3' curcol='3'><td width='25%'/><td>Illusion (Figment)<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:</b><br/></td><td>Bard 6, Sorcerer/Wizard 6<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Effect:</b><br/></td><td>Visual figment that cannot extend beyond a 20-ft. cube + one 10-ft. cube/level (S)<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:</b><br/></td><td>Permanent until triggered, then 1 round/level<br/></td></tr></table><p>This spell functions like <i>silent image</i>,  except that this spell's figment activates when a specific condition occurs. The figment includes visual, auditory, olfactory, and thermal elements, including intelligible speech.</p><p>You set the triggering condition (which may be a special word) when casting the spell. The event that triggers the illusion can be as general or as specific and detailed as desired but must be based on an audible, tactile, olfactory, or visual trigger. The trigger cannot be based on some quality not normally obvious to the senses, such as alignment. (See <i>magic mouth</i> for more details about such triggers.)</p><p><i>Material Component:</i> A bit of fleece and jade dust worth 25 gp.</p><p/>
</div>
    


name: Project Image
altname: project image
school: Illusion
subschool: Shadow
descriptor: None
spellcraft_dc: None
level: Bard 6, Sorcerer/Wizard 7
components: V, S, M
casting_time: 1 standard action
range: Medium (100 ft. + 10 ft./level)
target: None
area: None
effect: One shadow duplicate
duration: 1 round/level (D)
saving_throw: Will disbelief (if interacted with)
spell_resistance: No
short_description: Illusory double can talk and cast spells.
to_develop: None
material_components: A small replica of you (a doll), which costs 5 gp to create.
arcane_material_components: None
focus: None
xp_cost: None
arcane_focus: None
wizard_focus: None
verbal_components: None
sorcerer_focus: None
bard_focus: None
cleric_focus: None
druid_focus: None
reference: SRD 3.5 SpellsP-R
description:
      <p>You tap energy from the Plane of Shadow to create a quasi-real, illusory version of yourself. The projected image looks, sounds, and smells like you but is intangible. The projected image mimics your actions (including speech) unless you direct it to act differently (which is a move action).</p>
      <p>You can see through its eyes and hear through its ears as if you were standing where it is, and during your turn you can switch from using its senses to using your own, or back again, as a free action. While you are using its senses, your body is considered blinded and deafened.</p>
      <p>If you desire, any spell you cast whose range is touch or greater can originate from the projected image instead of from you. The projected image can't cast any spells on itself except for illusion spells. The spells affect other targets normally, despite originating from the projected image.</p>
      <p>Objects are affected by the projected image as if they had succeeded on their Will save.</p>
      <p>You must maintain line of effect to the projected image at all times. If your line of effect is obstructed, the spell ends. If you use <i>dimension door</i>,  <i>teleport</i>,  <i>plane shift</i>,  or a similar spell that breaks your line of effect, even momentarily, the spell ends.</p>
      <p/>
    

full_text:
      <div topic='Project Image' level='5'><p><h5>Project Image</h5></p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'><tr maxcol='3' curcol='3'><td width='25%'/><td>Illusion (Shadow)<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:</b><br/></td><td>Bard 6, Sorcerer/Wizard 7<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:</b><br/></td><td>V, S, M<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:</b><br/></td><td>1 standard action<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:</b><br/></td><td>Medium (100 ft. + 10 ft./level)<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Effect:</b><br/></td><td>One shadow duplicate<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:</b><br/></td><td>1 round/level (D)<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:</b><br/></td><td>Will disbelief (if interacted with)<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:</b><br/></td><td>No<br/></td></tr></table><p>You tap energy from the Plane of Shadow to create a quasi-real, illusory version of yourself. The projected image looks, sounds, and smells like you but is intangible. The projected image mimics your actions (including speech) unless you direct it to act differently (which is a move action).</p><p>You can see through its eyes and hear through its ears as if you were standing where it is, and during your turn you can switch from using its senses to using your own, or back again, as a free action. While you are using its senses, your body is considered blinded and deafened.</p><p>If you desire, any spell you cast whose range is touch or greater can originate from the projected image instead of from you. The projected image can't cast any spells on itself except for illusion spells. The spells affect other targets normally, despite originating from the projected image.</p><p>Objects are affected by the projected image as if they had succeeded on their Will save.</p><p>You must maintain line of effect to the projected image at all times. If your line of effect is obstructed, the spell ends. If you use <i>dimension door</i>,  <i>teleport</i>,  <i>plane shift</i>,  or a similar spell that breaks your line of effect, even momentarily, the spell ends.</p><p><i>Material Component:</i> A small replica of you (a doll), which costs 5 gp to create.</p><p/>
</div>
    


name: Protection from Arrows
altname: protection from arrows
school: Abjuration
subschool: None
descriptor: None
spellcraft_dc: None
level: Sorcerer/Wizard 2
components: V, S, F
casting_time: 1 standard action
range: Touch
target: Creature touched
area: None
effect: None
duration: 1 hour/level or until discharged
saving_throw: Will negates (harmless)
spell_resistance: Yes (harmless)
short_description: Subject immune to most ranged attacks.
to_develop: None
material_components: None
arcane_material_components: None
focus: A piece of shell from a tortoise or a turtle.
xp_cost: None
arcane_focus: None
wizard_focus: None
verbal_components: None
sorcerer_focus: None
bard_focus: None
cleric_focus: None
druid_focus: None
reference: SRD 3.5 SpellsP-R
description:
      <p>The warded creature gains resistance to ranged weapons. The subject gains damage reduction 10/magic against ranged weapons. (This spell doesn't grant you the ability to damage creatures with similar damage reduction.) Once the spell has prevented a total of 10 points of damage per caster level (maximum 100 points), it is discharged.</p>
      <p/>
    

full_text:
      <div topic='Protection from Arrows' level='5'><p><h5>Protection from Arrows</h5></p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'><tr maxcol='3' curcol='3'><td width='25%'/><td>Abjuration<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:</b><br/></td><td>Sorcerer/Wizard 2<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:</b><br/></td><td>V, S, F<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:</b><br/></td><td>1 standard action<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:</b><br/></td><td>Touch<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Target:</b><br/></td><td>Creature touched<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:</b><br/></td><td>1 hour/level or until discharged<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:</b><br/></td><td>Will negates (harmless)<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:</b><br/></td><td>Yes (harmless)<br/></td></tr></table><p>The warded creature gains resistance to ranged weapons. The subject gains damage reduction 10/magic against ranged weapons. (This spell doesn't grant you the ability to damage creatures with similar damage reduction.) Once the spell has prevented a total of 10 points of damage per caster level (maximum 100 points), it is discharged.</p><p><i>Focus:</i> A piece of shell from a tortoise or a turtle.</p><p/>
</div>
    


name: Protection from Chaos
altname: protection from chaos
school: Abjuration
subschool: None
descriptor: Lawful
spellcraft_dc: None
level: Cleric 1, Law 1, Paladin 1, Sorcerer/Wizard 1
components: V, S, M/DF
casting_time: 1 standard action
range: Touch
target: Creature touched
area: None
effect: None
duration: 1 min./level (D)
saving_throw: Will negates (harmless)
spell_resistance: No; see text
short_description: +2 to AC and saves, counter mind control, hedge out elementals and outsiders.
to_develop: None
material_components: None
focus: None
xp_cost: None
arcane_focus: None
wizard_focus: None
verbal_components: None
sorcerer_focus: None
bard_focus: None
cleric_focus: None
druid_focus: None
reference: SRD 3.5 SpellsP-R
arcane_material_components:
A little powdered silver with which you trace a 3-foot -diameter circle on the floor (or ground) around the creature to be warded.

description:
      <p>This spell functions like <i>protection from evil</i>, except that the deflection and resistance bonuses apply to attacks from chaotic creatures, and chaotic summoned creatures cannot touch the subject.</p>
      <p/>
    

full_text:
      <div topic='Protection from Chaos' level='5'><p><h5>Protection from Chaos</h5></p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'><tr maxcol='3' curcol='3'><td width='25%'/><td>Abjuration [Lawful]<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:</b><br/></td><td>Cleric 1, Law 1, Paladin 1, Sorcerer/Wizard 1<br/></td></tr></table><p>This spell functions like <i>protection from evil</i>, except that the deflection and resistance bonuses apply to attacks from chaotic creatures, and chaotic summoned creatures cannot touch the subject.</p><p/>
</div>
    


name: Protection from Energy
altname: protection from energy
school: Abjuration
subschool: None
descriptor: None
spellcraft_dc: None
level: Cleric 3, Druid 3, Luck 3, Protection 3, Ranger 2, Sorcerer/Wizard 3
components: V, S, DF
casting_time: 1 standard action
range: Touch
target: Creature touched
area: None
effect: None
duration: 10 min./level or until discharged
saving_throw: Fortitude negates (harmless)
spell_resistance: Yes (harmless)
short_description: Absorb 12 points/level of damage from one kind of energy.
to_develop: None
material_components: None
arcane_material_components: None
focus: None
xp_cost: None
arcane_focus: None
wizard_focus: None
verbal_components: None
sorcerer_focus: None
bard_focus: None
cleric_focus: None
druid_focus: None
reference: SRD 3.5 SpellsP-R
description:
      <p><i>protection from energy</i> grants temporary immunity to the type of energy you specify when you cast it (acid, cold, electricity, fire, or sonic). When the spell absorbs 12 points per caster level of energy damage (to a maximum of 120 points at 10th level), it is discharged.</p>
      <p><i>Note: Protection from energy</i> overlaps (and does not stack with) <i>resist energy</i>. If a character is warded by <i>protection from energy</i> and <i>resist energy</i>,  the <i>protection</i> spell absorbs damage until its power is exhausted.</p>
      <p/>
    

full_text:
      <div topic='Protection from Energy' level='5'><p><h5>Protection from Energy</h5></p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'><tr maxcol='3' curcol='3'><td width='25%'/><td>Abjuration<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:</b><br/></td><td>Cleric 3, Druid 3, Luck 3, Protection 3, Ranger 2, Sorcerer/Wizard 3<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:</b><br/></td><td>V, S, DF<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:</b><br/></td><td>1 standard action<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:</b><br/></td><td>Touch<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Target:</b><br/></td><td>Creature touched<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:</b><br/></td><td>10 min./level or until discharged<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:</b><br/></td><td>Fortitude negates (harmless)<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:</b><br/></td><td>Yes (harmless)<br/></td></tr></table><p><i>protection from energy</i> grants temporary immunity to the type of energy you specify when you cast it (acid, cold, electricity, fire, or sonic). When the spell absorbs 12 points per caster level of energy damage (to a maximum of 120 points at 10th level), it is discharged.</p><p><i>Note: Protection from energy</i> overlaps (and does not stack with) <i>resist energy</i>. If a character is warded by <i>protection from energy</i> and <i>resist energy</i>,  the <i>protection</i> spell absorbs damage until its power is exhausted.</p><p/>
</div>
    


name: Protection from Evil
altname: protection from evil
school: Abjuration
subschool: None
descriptor: Good
spellcraft_dc: None
level: Cleric 1, Good 1, Paladin 1, Sorcerer/Wizard 1
components: V, S, M/DF
casting_time: 1 standard action
range: Touch
target: Creature touched
area: None
effect: None
duration: 1 min./level (D)
saving_throw: Will negates (harmless)
spell_resistance: No; see text
short_description: +2 to AC and saves, counter mind control, hedge out elementals and outsiders.
to_develop: None
material_components: None
focus: None
xp_cost: None
arcane_focus: None
wizard_focus: None
verbal_components: None
sorcerer_focus: None
bard_focus: None
cleric_focus: None
druid_focus: None
reference: SRD 3.5 SpellsP-R
arcane_material_components:
A little powdered silver with which you trace a 3-foot -diameter circle on the floor (or ground) around the creature to be warded.

description:
      <p>This spell wards a creature from attacks by evil creatures, from mental control, and from summoned creatures. It creates a magical barrier around the subject at a distance of 1 foot. The barrier moves with the subject and has three major effects.</p>
      <p>First, the subject gains a +2 deflection bonus to AC and a +2 resistance bonus on saves. Both these bonuses apply against attacks made or effects created by evil creatures.</p>
      <p>Second, the barrier blocks any attempt to possess the warded creature (by a <i>magic jar</i> attack, for example) or to exercise mental control over the creature (including enchantment (charm) effects and enchantment (compulsion) effects that grant the caster ongoing control over the subject, such as <i>dominate person</i>). The protection does not prevent such effects from targeting the protected creature, but it suppresses the effect for the duration of the <i>protection from evil</i> effect. If the <i>protection from evil</i> effect ends before the effect granting mental control does, the would-be controller would then be able to mentally command the controlled creature. Likewise, the barrier keeps out a possessing life force but does not expel one if it is in place before the spell is cast. This second effect works regardless of alignment.</p>
      <p>Third, the spell prevents bodily contact by summoned creatures. This causes the natural weapon attacks of such creatures to fail and the creatures to recoil if such attacks require touching the warded creature. Good summoned creatures are immune to this effect. The protection against contact by summoned creatures ends if the warded creature makes an attack against or tries to force the barrier against the blocked creature. Spell resistance can allow a creature to overcome this protection and touch the warded creature.</p>
      <p/>
    

full_text:
      <div topic='Protection from Evil' level='5'><p><h5>Protection from Evil</h5></p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'><tr maxcol='3' curcol='3'><td width='25%'/><td>Abjuration [Good]<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:</b><br/></td><td>Cleric 1, Good 1, Paladin 1, Sorcerer/Wizard 1<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:</b><br/></td><td>V, S, M/DF<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:</b><br/></td><td>1 standard action<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:</b><br/></td><td>Touch<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Target:</b><br/></td><td>Creature touched<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:</b><br/></td><td>1 min./level (D)<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:</b><br/></td><td>Will negates (harmless)<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:</b><br/></td><td>No; see text<br/></td></tr></table><p>This spell wards a creature from attacks by evil creatures, from mental control, and from summoned creatures. It creates a magical barrier around the subject at a distance of 1 foot. The barrier moves with the subject and has three major effects.</p><p>First, the subject gains a +2 deflection bonus to AC and a +2 resistance bonus on saves. Both these bonuses apply against attacks made or effects created by evil creatures.</p><p>Second, the barrier blocks any attempt to possess the warded creature (by a <i>magic jar</i> attack, for example) or to exercise mental control over the creature (including enchantment (charm) effects and enchantment (compulsion) effects that grant the caster ongoing control over the subject, such as <i>dominate person</i>). The protection does not prevent such effects from targeting the protected creature, but it suppresses the effect for the duration of the <i>protection from evil</i> effect. If the <i>protection from evil</i> effect ends before the effect granting mental control does, the would-be controller would then be able to mentally command the controlled creature. Likewise, the barrier keeps out a possessing life force but does not expel one if it is in place before the spell is cast. This second effect works regardless of alignment.</p><p>Third, the spell prevents bodily contact by summoned creatures. This causes the natural weapon attacks of such creatures to fail and the creatures to recoil if such attacks require touching the warded creature. Good summoned creatures are immune to this effect. The protection against contact by summoned creatures ends if the warded creature makes an attack against or tries to force the barrier against the blocked creature. Spell resistance can allow a creature to overcome this protection and touch the warded creature.</p><p><i>Arcane Material Component:</i> A little powdered silver with which you trace a 3-foot -diameter circle on the floor (or ground) around the creature to be warded.</p><p/>
</div>
    


name: Protection from Good
altname: protection from good
school: Abjuration
subschool: None
descriptor: Evil
spellcraft_dc: None
level: Cleric 1, Evil 1, Sorcerer/Wizard 1
components: V, S, M/DF
casting_time: 1 standard action
range: Touch
target: Creature touched
area: None
effect: None
duration: 1 min./level (D)
saving_throw: Will negates (harmless)
spell_resistance: No; see text
short_description: +2 to AC and saves, counter mind control, hedge out elementals and outsiders.
to_develop: None
material_components: None
focus: None
xp_cost: None
arcane_focus: None
wizard_focus: None
verbal_components: None
sorcerer_focus: None
bard_focus: None
cleric_focus: None
druid_focus: None
reference: SRD 3.5 SpellsP-R
arcane_material_components:
A little powdered silver with which you trace a 3-foot -diameter circle on the floor (or ground) around the creature to be warded.

description:
      <p>This spell functions like <i>protection from evil</i>, except that the deflection and resistance bonuses apply to attacks from good creatures, and good summoned creatures cannot touch the subject.</p>
      <p/>
    

full_text:
      <div topic='Protection from Good' level='5'><p><h5>Protection from Good</h5></p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'><tr maxcol='3' curcol='3'><td width='25%'/><td>Abjuration [Evil]<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:</b><br/></td><td>Cleric 1, Evil 1, Sorcerer/Wizard 1<br/></td></tr></table><p>This spell functions like <i>protection from evil</i>, except that the deflection and resistance bonuses apply to attacks from good creatures, and good summoned creatures cannot touch the subject.</p><p/>
</div>
    


name: Protection from Law
altname: protection from law
school: Abjuration
subschool: None
descriptor: Chaotic
spellcraft_dc: None
level: Chaos 1, Cleric 1, Sorcerer/Wizard 1
components: V, S, M/DF
casting_time: 1 standard action
range: Touch
target: Creature touched
area: None
effect: None
duration: 1 min./level (D)
saving_throw: Will negates (harmless)
spell_resistance: No; see text
short_description: +2 to AC and saves, counter mind control, hedge out elementals and outsiders.
to_develop: None
material_components: None
focus: None
xp_cost: None
arcane_focus: None
wizard_focus: None
verbal_components: None
sorcerer_focus: None
bard_focus: None
cleric_focus: None
druid_focus: None
reference: SRD 3.5 SpellsP-R
description:
      <p>This spell functions like <i>protection from evil</i>, except that the deflection and resistance bonuses apply to attacks from lawful creatures, and lawful summoned creatures cannot touch the subject.</p>
      <p/>
    

full_text:
      <div topic='Protection from Law' level='5'><p><h5>Protection from Law</h5></p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'><tr maxcol='3' curcol='3'><td width='25%'/><td>Abjuration [Chaotic]<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:</b><br/></td><td>Chaos 1, Cleric 1, Sorcerer/Wizard 1<br/></td></tr></table><p>This spell functions like <i>protection from evil</i>, except that the deflection and resistance bonuses apply to attacks from lawful creatures, and lawful summoned creatures cannot touch the subject.</p><p/>
</div>
    


name: Protection from Spells
altname: protection from spells
school: Abjuration
subschool: None
descriptor: None
spellcraft_dc: None
level: Magic 8, Sorcerer/Wizard 8
components: V, S, M, F
casting_time: 1 standard action
range: Touch
target: Up to one creature touched per four levels
area: None
effect: None
duration: 10 min./level
saving_throw: Will negates (harmless)
spell_resistance: Yes (harmless)
short_description: Confers +8 resistance bonus.
to_develop: None
material_components: A diamond of at least 500 gp value, which must be crushed and sprinkled over the targets.
arcane_material_components: None
xp_cost: None
arcane_focus: None
wizard_focus: None
verbal_components: None
sorcerer_focus: None
bard_focus: None
cleric_focus: None
druid_focus: None
reference: SRD 3.5 SpellsP-R
focus:
One 1,000 gp diamond per creature to be granted the protection. Each subject must carry one such gem for the duration of the spell. If a subject loses the gem, the spell ceases to affect him.

description:
      <p>The subject gains a +8 resistance bonus on saving throws against spells and spell-like abilities (but not against supernatural and extraordinary abilities).</p>
      <p/>
    

full_text:
      <div topic='Protection from Spells' level='5'><p><h5>Protection from Spells</h5></p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'><tr maxcol='3' curcol='3'><td width='25%'/><td>Abjuration<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:</b><br/></td><td>Magic 8, Sorcerer/Wizard 8<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:</b><br/></td><td>V, S, M, F<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:</b><br/></td><td>1 standard action<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:</b><br/></td><td>Touch<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Targets:</b><br/></td><td>Up to one creature touched per four levels<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:</b><br/></td><td>10 min./level<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:</b><br/></td><td>Will negates (harmless)<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:</b><br/></td><td>Yes (harmless)<br/></td></tr></table><p>The subject gains a +8 resistance bonus on saving throws against spells and spell-like abilities (but not against supernatural and extraordinary abilities).</p><p><i>Material Component:</i> A diamond of at least 500 gp value, which must be crushed and sprinkled over the targets.</p><p><i>Focus:</i> One 1,000 gp diamond per creature to be granted the protection. Each subject must carry one such gem for the duration of the spell. If a subject loses the gem, the spell ceases to affect him.</p><p/>
</div>
    


name: Prying Eyes
altname: prying eyes
school: Divination
subschool: None
descriptor: None
spellcraft_dc: None
level: Sorcerer/Wizard 5
components: V, S, M
casting_time: 1 minute
range: One mile
target: None
area: None
effect: Ten or more levitating eyes
duration: 1 hour/level; see text (D)
saving_throw: None
spell_resistance: No
short_description: 1d4 +1/level floating eyes scout for you.
to_develop: None
material_components: A handful of crystal marbles.
arcane_material_components: None
focus: None
xp_cost: None
arcane_focus: None
wizard_focus: None
verbal_components: None
sorcerer_focus: None
bard_focus: None
cleric_focus: None
druid_focus: None
reference: SRD 3.5 SpellsP-R
description:
      <p>You create a number of semitangible, visible magical orbs (called 'eyes') equal to 1d4 + your caster level. These eyes move out, scout around, and return as you direct them when casting the spell. Each eye can see 120 feet (normal vision only) in all directions.</p>
      <p>While the individual eyes are quite fragile, they're small and difficult to spot. Each eye is a Fine construct, about the size of a small apple, that has 1 hit point, AC 18 (+8 bonus for its size), flies at a speed of 30 feet with perfect maneuverability, and has a +16 Hide modifier. It has a Spot modifier equal to your caster level (maximum +15) and is subject to illusions, darkness, fog, and any other factors that would affect your ability to receive visual information about your surroundings. An eye traveling through darkness must find its way by touch.</p>
      <p>When you create the eyes, you specify instructions you want them to follow in a command of no more than twenty-five words. Any knowledge you possess is known by the eyes as well.</p>
      <p>In order to report their findings, the eyes must return to your hand. Each replays in your mind all it has seen during its existence. It takes an eye 1 round to replay 1 hour of recorded images. After relaying its findings, an eye disappears.</p>
      <p>If an eye ever gets more than 1 mile away from you, it instantly ceases to exist. However, your link with the eye is such that you won't know if the eye was destroyed because it wandered out of range or because of some other event.</p>
      <p>The eyes exist for up to 1 hour per caster level or until they return to you. <i>dispel magic</i> can destroy eyes. Roll separately for each eye caught in an area dispel. Of course, if an eye is sent into darkness, it could hit a wall or similar obstacle and destroy itself.</p>
      <p/>
    

full_text:
      <div topic='Prying Eyes' level='5'><p><h5>Prying Eyes</h5></p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'><tr maxcol='3' curcol='3'><td width='25%'/><td>Divination<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:</b><br/></td><td>Sorcerer/Wizard 5<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:</b><br/></td><td>V, S, M<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:</b><br/></td><td>1 minute<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:</b><br/></td><td>One mile<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Effect:</b><br/></td><td>Ten or more levitating eyes<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:</b><br/></td><td>1 hour/level; see text (D)<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:</b><br/></td><td>None<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:</b><br/></td><td>No<br/></td></tr></table><p>You create a number of semitangible, visible magical orbs (called 'eyes') equal to 1d4 + your caster level. These eyes move out, scout around, and return as you direct them when casting the spell. Each eye can see 120 feet (normal vision only) in all directions.</p><p>While the individual eyes are quite fragile, they're small and difficult to spot. Each eye is a Fine construct, about the size of a small apple, that has 1 hit point, AC 18 (+8 bonus for its size), flies at a speed of 30 feet with perfect maneuverability, and has a +16 Hide modifier. It has a Spot modifier equal to your caster level (maximum +15) and is subject to illusions, darkness, fog, and any other factors that would affect your ability to receive visual information about your surroundings. An eye traveling through darkness must find its way by touch.</p><p>When you create the eyes, you specify instructions you want them to follow in a command of no more than twenty-five words. Any knowledge you possess is known by the eyes as well.</p><p>In order to report their findings, the eyes must return to your hand. Each replays in your mind all it has seen during its existence. It takes an eye 1 round to replay 1 hour of recorded images. After relaying its findings, an eye disappears.</p><p>If an eye ever gets more than 1 mile away from you, it instantly ceases to exist. However, your link with the eye is such that you won't know if the eye was destroyed because it wandered out of range or because of some other event.</p><p>The eyes exist for up to 1 hour per caster level or until they return to you. <i>dispel magic</i> can destroy eyes. Roll separately for each eye caught in an area dispel. Of course, if an eye is sent into darkness, it could hit a wall or similar obstacle and destroy itself.</p><p><i>Material Component:</i> A handful of crystal marbles.</p><p/>
</div>
    


name: Prying Eyes, Greater
altname: greater prying eyes
school: Divination
subschool: None
descriptor: None
spellcraft_dc: None
level: Sorcerer/Wizard 8
components: V, S, M
casting_time: 1 minute
range: One mile
target: None
area: None
effect: Ten or more levitating eyes
duration: 1 hour/level; see text (D)
saving_throw: None
spell_resistance: No
short_description: As prying eyes, but eyes have true seeing.
to_develop: None
material_components: A handful of crystal marbles.
arcane_material_components: None
focus: None
xp_cost: None
arcane_focus: None
wizard_focus: None
verbal_components: None
sorcerer_focus: None
bard_focus: None
cleric_focus: None
druid_focus: None
reference: SRD 3.5 SpellsP-R
description:
      <p>This spell functions like <i>prying eyes</i>,  except that the eyes can see all things as they actually are, just as if they had <i>true seeing</i> with a range of 120 feet. Thus, they can navigate darkened areas at full normal speed. Also, a <i>greater prying eye</i>'s maximum Spot modifier is +25 instead of +15.</p>
      <p/>
    

full_text:
      <div topic='Prying Eyes, Greater' level='5'><p><h5>Prying Eyes, Greater</h5></p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'><tr maxcol='3' curcol='3'><td width='25%'/><td>Divination<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:</b><br/></td><td>Sorcerer/Wizard 8<br/></td></tr></table><p>This spell functions like <i>prying eyes</i>,  except that the eyes can see all things as they actually are, just as if they had <i>true seeing</i> with a range of 120 feet. Thus, they can navigate darkened areas at full normal speed. Also, a <i>greater prying eye</i>'s maximum Spot modifier is +25 instead of +15.</p><p/>
</div>
    


name: Purify Food and Drink
altname: purify food and drink
school: Transmutation
subschool: None
descriptor: None
spellcraft_dc: None
level: Cleric 0, Druid 0
components: V, S
casting_time: 1 standard action
range: 10 ft.
target: 1 cu. ft./level of contaminated food and water
area: None
effect: None
duration: Instantaneous
saving_throw: Will negates (object)
spell_resistance: Yes (object)
short_description: Purifies 1 cu. ft./level of food or water.
to_develop: None
material_components: None
arcane_material_components: None
focus: None
xp_cost: None
arcane_focus: None
wizard_focus: None
verbal_components: None
sorcerer_focus: None
bard_focus: None
cleric_focus: None
druid_focus: None
reference: SRD 3.5 SpellsP-R
description:
      <p>This spell makes spoiled, rotten, poisonous, or otherwise contaminated food and water pure and suitable for eating and drinking. This spell does not prevent subsequent natural decay or spoilage. Unholy water and similar food and drink of significance is spoiled by <i>purify food and drink</i>,  but the spell has no effect on creatures of any type nor upon magic potions.</p>
      <p><i>Note:</i> Water weighs about 8 pounds per gallon. One cubic foot of water contains roughly 8 gallons and weighs about 60 pounds.</p>
      <p/>
    

full_text:
      <div topic='Purify Food and Drink' level='5'><p><h5>Purify Food and Drink</h5></p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'><tr maxcol='3' curcol='3'><td width='25%'/><td>Transmutation<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:</b><br/></td><td>Cleric 0, Druid 0<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:</b><br/></td><td>V, S<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:</b><br/></td><td>1 standard action<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:</b><br/></td><td>10 ft.<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Target:</b><br/></td><td>1 cu. ft./level of contaminated food and water<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:</b><br/></td><td>Instantaneous<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:</b><br/></td><td>Will negates (object)<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:</b><br/></td><td>Yes (object)<br/></td></tr></table><p>This spell makes spoiled, rotten, poisonous, or otherwise contaminated food and water pure and suitable for eating and drinking. This spell does not prevent subsequent natural decay or spoilage. Unholy water and similar food and drink of significance is spoiled by <i>purify food and drink</i>,  but the spell has no effect on creatures of any type nor upon magic potions.</p><p><i>Note:</i> Water weighs about 8 pounds per gallon. One cubic foot of water contains roughly 8 gallons and weighs about 60 pounds.</p><p/>
</div>
    


name: Pyrotechnics
altname: pyrotechnics
school: Transmutation
subschool: None
descriptor: None
spellcraft_dc: None
level: Bard 2, Sorcerer/Wizard 2
components: V, S, M
casting_time: 1 standard action
range: Long (400 ft. + 40 ft./level)
target: One fire source, up to a 20-ft. cube
area: None
effect: None
duration: 1d4+1 rounds, or 1d4+1 rounds after creatures leave the smoke cloud; see text
saving_throw: Will negates or Fortitude negates; see text
spell_resistance: Yes or No; see text
short_description: Turns fire into blinding light or choking smoke.
to_develop: None
arcane_material_components: None
focus: None
xp_cost: None
arcane_focus: None
wizard_focus: None
verbal_components: None
sorcerer_focus: None
bard_focus: None
cleric_focus: None
druid_focus: None
reference: SRD 3.5 SpellsP-R
material_components:
The spell uses one fire source, which is immediately extinguished. A fire so large that it exceeds a 20-foot cube is only partly extinguished. Magical fires are not extinguished, although a fire-based creature used as a source takes 1 point of damage per caster level.

description:
      <p><i>Pyrotechnics</i> turns a fire into either a burst of blinding fireworks or a thick cloud of choking smoke, depending on the version you choose.</p>
      <p><i>Fireworks:</i> The fireworks are a flashing, fiery, momentary burst of glowing, colored aerial lights. This effect causes creatures within 120 feet of the fire source to become blinded for 1d4+1 rounds (Will negates). These creatures must have line of sight to the fire to be affected. Spell resistance can prevent blindness.</p>
      <p><i>Smoke Cloud:</i> A writhing stream of smoke billows out from the source, forming a choking cloud. The cloud spreads 20 feet in all directions and lasts for 1 round per caster level. All sight, even darkvision, is ineffective in or through the cloud. All within the cloud take -4 penalties to Strength and Dexterity (Fortitude negates). These effects last for 1d4+1 rounds after the cloud dissipates or after the creature leaves the area of the cloud. Spell resistance does not apply.</p>
      <p/>
    

full_text:
      <div topic='Pyrotechnics' level='5'><p><h5>Pyrotechnics</h5></p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'><tr maxcol='3' curcol='3'><td width='25%'/><td>Transmutation<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:</b><br/></td><td>Bard 2, Sorcerer/Wizard 2<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:</b><br/></td><td>V, S, M<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:</b><br/></td><td>1 standard action<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:</b><br/></td><td>Long (400 ft. + 40 ft./level)<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Target:</b><br/></td><td>One fire source, up to a 20-ft. cube<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:</b><br/></td><td>1d4+1 rounds, or 1d4+1 rounds after creatures leave the smoke cloud; see text<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:</b><br/></td><td>Will negates or Fortitude negates; see text<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:</b><br/></td><td>Yes or No; see text<br/></td></tr></table><p><i>Pyrotechnics</i> turns a fire into either a burst of blinding fireworks or a thick cloud of choking smoke, depending on the version you choose.</p><p><i>Fireworks:</i> The fireworks are a flashing, fiery, momentary burst of glowing, colored aerial lights. This effect causes creatures within 120 feet of the fire source to become blinded for 1d4+1 rounds (Will negates). These creatures must have line of sight to the fire to be affected. Spell resistance can prevent blindness.</p><p><i>Smoke Cloud:</i> A writhing stream of smoke billows out from the source, forming a choking cloud. The cloud spreads 20 feet in all directions and lasts for 1 round per caster level. All sight, even darkvision, is ineffective in or through the cloud. All within the cloud take -4 penalties to Strength and Dexterity (Fortitude negates). These effects last for 1d4+1 rounds after the cloud dissipates or after the creature leaves the area of the cloud. Spell resistance does not apply.</p><p><i>Material Component:</i> The spell uses one fire source, which is immediately extinguished. A fire so large that it exceeds a 20-foot cube is only partly extinguished. Magical fires are not extinguished, although a fire-based creature used as a source takes 1 point of damage per caster level.</p><p/>
</div>
    


name: Quench
altname: quench
school: Transmutation
subschool: None
descriptor: None
spellcraft_dc: None
level: Druid 3
components: V, S, DF
casting_time: 1 standard action
range: Medium (100 ft. + 10 ft./level)
target: One 20-ft. cube/level (S) or one fire-based magic item
area: One 20-ft. cube/level (S) or one fire-based magic item
effect: None
duration: Instantaneous
saving_throw: None or Will negates (object)
spell_resistance: No or Yes (object)
short_description: Extinguishes nonmagical fires or one magic item.
to_develop: None
material_components: None
arcane_material_components: None
focus: None
xp_cost: None
arcane_focus: None
wizard_focus: None
verbal_components: None
sorcerer_focus: None
bard_focus: None
cleric_focus: None
druid_focus: None
reference: SRD 3.5 SpellsP-R
description:
      <p><i>Quench</i> is often used to put out forest fires and other conflagrations. It extinguishes all nonmagical fires in its area. The spell also dispels any fire spells in its area, though you must succeed on a dispel check (1d20 +1 per caster level, maximum +15) against each spell to dispel it. The DC to dispel such spells is 11 + the caster level of the fire spell.</p>
      <p>Each elemental (fire) creature within the area of a <i>Quench</i> spell takes 1d6 points of damage per caster level (maximum 15d6, no save allowed).</p>
      <p>Alternatively, you can target the spell on a single magic item that creates or controls flame. The item loses all its fire-based magical abilities for 1d4 hours unless it succeeds on a Will save. (Artifacts are immune to this effect.)</p>
      <p/>
    

full_text:
      <div topic='Quench' level='5'><p><h5>Quench</h5></p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'><tr maxcol='3' curcol='3'><td width='25%'/><td>Transmutation<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:</b><br/></td><td>Druid 3<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:</b><br/></td><td>V, S, DF<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:</b><br/></td><td>1 standard action<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:</b><br/></td><td>Medium (100 ft. + 10 ft./level)<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Area or Target:</b><br/></td><td>One 20-ft. cube/level (S) or one fire-based magic item<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:</b><br/></td><td>Instantaneous<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:</b><br/></td><td>None or Will negates (object)<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:</b><br/></td><td>No or Yes (object)<br/></td></tr></table><p><i>Quench</i> is often used to put out forest fires and other conflagrations. It extinguishes all nonmagical fires in its area. The spell also dispels any fire spells in its area, though you must succeed on a dispel check (1d20 +1 per caster level, maximum +15) against each spell to dispel it. The DC to dispel such spells is 11 + the caster level of the fire spell.</p><p>Each elemental (fire) creature within the area of a <i>Quench</i> spell takes 1d6 points of damage per caster level (maximum 15d6, no save allowed).</p><p>Alternatively, you can target the spell on a single magic item that creates or controls flame. The item loses all its fire-based magical abilities for 1d4 hours unless it succeeds on a Will save. (Artifacts are immune to this effect.)</p><p/>
</div>
    


name: Rage
altname: rage
school: Enchantment
subschool: Compulsion
descriptor: Mind-Affecting
spellcraft_dc: None
level: Bard 2, Sorcerer/Wizard 3
components: V, S
casting_time: 1 standard action
range: Medium (100 ft. + 10 ft./level)
target: One willing living creature per three levels, no two of which may be more than 30 ft. apart
area: None
effect: None
duration: Concentration + 1 round/level (D)
saving_throw: None
spell_resistance: Yes
short_description: Subjects gains +2 to Str and Con, +1 on Will saves, -2 to AC.
to_develop: None
material_components: None
arcane_material_components: None
focus: None
xp_cost: None
arcane_focus: None
wizard_focus: None
verbal_components: None
sorcerer_focus: None
bard_focus: None
cleric_focus: None
druid_focus: None
reference: SRD 3.5 SpellsP-R
description:
      <p>Each affected creature gains a +2 morale bonus to Strength and Constitution, a +1 morale bonus on Will saves, and a -2 penalty to AC. The effect is otherwise identical with a barbarian's rage except that the subjects aren't fatigued at the end of the rage.</p>
      <p/>
    

full_text:
      <div topic='Rage' level='5'><p><h5>Rage</h5></p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'><tr maxcol='3' curcol='3'><td width='25%'/><td>Enchantment (Compulsion) [Mind-Affecting]<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:</b><br/></td><td>Bard 2, Sorcerer/Wizard 3<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:</b><br/></td><td>V, S<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:</b><br/></td><td>1 standard action<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:</b><br/></td><td>Medium (100 ft. + 10 ft./level)<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Targets:</b><br/></td><td>One willing living creature per three levels, no two of which may be more than 30 ft. apart<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:</b><br/></td><td>Concentration + 1 round/level (D)<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:</b><br/></td><td>None<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:</b><br/></td><td>Yes<br/></td></tr></table><p>Each affected creature gains a +2 morale bonus to Strength and Constitution, a +1 morale bonus on Will saves, and a -2 penalty to AC. The effect is otherwise identical with a barbarian's rage except that the subjects aren't fatigued at the end of the rage.</p><p/>
</div>
    


name: Rainbow Pattern
altname: rainbow pattern
school: Illusion
subschool: Pattern
descriptor: Mind-Affecting
spellcraft_dc: None
level: Bard 4, Sorcerer/Wizard 4
components: V (Brd only), S, M, F; see text
casting_time: 1 standard action
range: Medium (100 ft. + 10 ft./level)
target: None
area: None
effect: Colorful lights with a 20-ft. -radius spread
duration: Concentration +1 round/level (D)
saving_throw: Will negates
spell_resistance: Yes
short_description: Lights fascinate 24 HD of creatures.
to_develop: None
material_components: A piece of phosphor.
arcane_material_components: None
focus: A crystal prism.
xp_cost: None
arcane_focus: None
wizard_focus: None
sorcerer_focus: None
bard_focus: None
cleric_focus: None
druid_focus: None
reference: SRD 3.5 SpellsP-R
description:
      <p>A glowing, rainbow-hued pattern of interweaving colors fascinates those within it. <i>Rainbow pattern</i> fascinates a maximum of 24 Hit Dice of creatures. Creatures with the fewest HD are affected first. Among creatures with equal HD, those who are closest to the spell's point of origin are affected first. An affected creature that fails its saves is fascinated by the pattern.</p>
      <p>With a simple gesture (a free action), you can make the rainbow pattern move up to 30 feet per round (moving its effective point of origin). All fascinated creatures follow the moving rainbow of light, trying to get or remain within the effect. Fascinated creatures who are restrained and removed from the pattern still try to follow it. If the pattern leads its subjects into a dangerous area each fascinated creature gets a second save. If the view of the lights is completely blocked creatures who can't see them are no longer affected.</p>
      <p>The spell does not affect sightless creatures.</p>
      <p/>
    

verbal_components:
A wizard or sorcerer need not utter a sound to cast this spell, but a bard must sing, play music, or recite a rhyme as a verbal component.

full_text:
      <div topic='Rainbow Pattern' level='5'><p><h5>Rainbow Pattern</h5></p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'><tr maxcol='3' curcol='3'><td width='25%'/><td>Illusion (Pattern) [Mind-Affecting]<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:</b><br/></td><td>Bard 4, Sorcerer/Wizard 4<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:</b><br/></td><td>V (Brd only), S, M, F; see text<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:</b><br/></td><td>1 standard action<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:</b><br/></td><td>Medium (100 ft. + 10 ft./level)<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Effect:</b><br/></td><td>Colorful lights with a 20-ft. -radius spread<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:</b><br/></td><td>Concentration +1 round/level (D)<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:</b><br/></td><td>Will negates<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:</b><br/></td><td>Yes<br/></td></tr></table><p>A glowing, rainbow-hued pattern of interweaving colors fascinates those within it. <i>Rainbow pattern</i> fascinates a maximum of 24 Hit Dice of creatures. Creatures with the fewest HD are affected first. Among creatures with equal HD, those who are closest to the spell's point of origin are affected first. An affected creature that fails its saves is fascinated by the pattern.</p><p>With a simple gesture (a free action), you can make the rainbow pattern move up to 30 feet per round (moving its effective point of origin). All fascinated creatures follow the moving rainbow of light, trying to get or remain within the effect. Fascinated creatures who are restrained and removed from the pattern still try to follow it. If the pattern leads its subjects into a dangerous area each fascinated creature gets a second save. If the view of the lights is completely blocked creatures who can't see them are no longer affected.</p><p>The spell does not affect sightless creatures.</p><p><i>Verbal Component:</i> A wizard or sorcerer need not utter a sound to cast this spell, but a bard must sing, play music, or recite a rhyme as a verbal component.</p><p><i>Material Component:</i> A piece of phosphor.</p><p><i>Focus:</i> A crystal prism.</p><p/>
</div>
    


name: Raise Dead
altname: raise dead
school: Conjuration
subschool: Healing
descriptor: None
spellcraft_dc: None
level: Cleric 5
components: V, S, M, DF
casting_time: 1 minute
range: Touch
target: Dead creature touched
area: None
effect: None
duration: Instantaneous
saving_throw: None; see text
spell_resistance: Yes (harmless)
short_description: Restores life to subject who died as long as one day/level ago.
to_develop: None
material_components: Diamonds worth a total of least 5,000 gp.
arcane_material_components: None
focus: None
xp_cost: None
arcane_focus: None
wizard_focus: None
verbal_components: None
sorcerer_focus: None
bard_focus: None
cleric_focus: None
druid_focus: None
reference: SRD 3.5 SpellsP-R
description:
      <p>You restore life to a deceased creature. You can raise a creature that has been dead for no longer than one day per caster level. In addition, the subject's soul must be free and willing to return. If the subject's soul is not willing to return, the spell does not work; therefore, a subject that wants to return receives no saving throw.</p>
      <p>Coming back from the dead is an ordeal. The subject of the spell loses one level (or 1 Hit Die) when it is raised, just as if it had lost a level or a Hit Die to an energy-draining creature. If the subject is 1st level, it loses 2 points of Constitution instead (if this would reduce its Con to 0 or less, it can't be raised). This level/HD loss or Constitution loss cannot be repaired by any means. A character who died with spells prepared has a 50% chance of losing any given spell upon being raised, in addition to losing spells for losing a level. A spellcasting creature that doesn't prepare spells (such as a sorcerer) has a 50% chance of losing any given unused spell slot as if it had been used to cast a spell, in addition to losing spell slots for losing a level.</p>
      <p>A raised creature has a number of hit points equal to its current Hit Dice. Any ability scores damaged to 0 are raised to 1. Normal poison and normal disease are cured in the process of raising the subject, but magical diseases and curses are not undone. While the spell closes mortal wounds and repairs lethal damage of most kinds, the body of the creature to be raised must be whole. Otherwise, missing parts are still missing when the creature is brought back to life. None of the dead creature's equipment or possessions are affected in any way by this spell.</p>
      <p>A creature who has been turned into an undead creature or killed by a death effect can't be raised by this spell. Constructs, elementals, outsiders, and undead creatures can't be raised. The spell cannot bring back a creature that has died of old age.</p>
      <p/>
    

full_text:
      <div topic='Raise Dead' level='5'><p><h5>Raise Dead</h5></p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'><tr maxcol='3' curcol='3'><td width='25%'/><td>Conjuration (Healing)<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:</b><br/></td><td>Cleric 5<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:</b><br/></td><td>V, S, M, DF<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:</b><br/></td><td>1 minute<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:</b><br/></td><td>Touch<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Target:</b><br/></td><td>Dead creature touched<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:</b><br/></td><td>Instantaneous<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:</b><br/></td><td>None; see text<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:</b><br/></td><td>Yes (harmless)<br/></td></tr></table><p>You restore life to a deceased creature. You can raise a creature that has been dead for no longer than one day per caster level. In addition, the subject's soul must be free and willing to return. If the subject's soul is not willing to return, the spell does not work; therefore, a subject that wants to return receives no saving throw.</p><p>Coming back from the dead is an ordeal. The subject of the spell loses one level (or 1 Hit Die) when it is raised, just as if it had lost a level or a Hit Die to an energy-draining creature. If the subject is 1st level, it loses 2 points of Constitution instead (if this would reduce its Con to 0 or less, it can't be raised). This level/HD loss or Constitution loss cannot be repaired by any means. A character who died with spells prepared has a 50% chance of losing any given spell upon being raised, in addition to losing spells for losing a level. A spellcasting creature that doesn't prepare spells (such as a sorcerer) has a 50% chance of losing any given unused spell slot as if it had been used to cast a spell, in addition to losing spell slots for losing a level.</p><p>A raised creature has a number of hit points equal to its current Hit Dice. Any ability scores damaged to 0 are raised to 1. Normal poison and normal disease are cured in the process of raising the subject, but magical diseases and curses are not undone. While the spell closes mortal wounds and repairs lethal damage of most kinds, the body of the creature to be raised must be whole. Otherwise, missing parts are still missing when the creature is brought back to life. None of the dead creature's equipment or possessions are affected in any way by this spell.</p><p>A creature who has been turned into an undead creature or killed by a death effect can't be raised by this spell. Constructs, elementals, outsiders, and undead creatures can't be raised. The spell cannot bring back a creature that has died of old age.</p><p><i>Material Component:</i> Diamonds worth a total of least 5,000 gp.</p><p/>
</div>
    


name: Ray of Enfeeblement
altname: ray of enfeeblement
school: Necromancy
subschool: None
descriptor: None
spellcraft_dc: None
level: Sorcerer/Wizard 1
components: V, S
casting_time: 1 standard action
range: Close (25 ft. + 5 ft./2 levels)
target: None
area: None
effect: Ray
duration: 1 min./level
saving_throw: None
spell_resistance: Yes
short_description: Ray deals 1d6 +1 per two levels Str damage.
to_develop: None
material_components: None
arcane_material_components: None
focus: None
xp_cost: None
arcane_focus: None
wizard_focus: None
verbal_components: None
sorcerer_focus: None
bard_focus: None
cleric_focus: None
druid_focus: None
reference: SRD 3.5 SpellsP-R
description:
      <p>A coruscating ray springs from your hand. You must succeed on a ranged touch attack to strike a target. The subject takes a penalty to Strength equal to 1d6+1 per two caster levels (maximum 1d6+5). The subject's Strength score cannot drop below 1.</p>
      <p/>
    

full_text:
      <div topic='Ray of Enfeeblement' level='5'><p><h5>Ray of Enfeeblement</h5></p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'><tr maxcol='3' curcol='3'><td width='25%'/><td>Necromancy<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:</b><br/></td><td>Sorcerer/Wizard 1<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:</b><br/></td><td>V, S<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:</b><br/></td><td>1 standard action<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:</b><br/></td><td>Close (25 ft. + 5 ft./2 levels)<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Effect:</b><br/></td><td>Ray<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:</b><br/></td><td>1 min./level<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:</b><br/></td><td>None<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:</b><br/></td><td>Yes<br/></td></tr></table><p>A coruscating ray springs from your hand. You must succeed on a ranged touch attack to strike a target. The subject takes a penalty to Strength equal to 1d6+1 per two caster levels (maximum 1d6+5). The subject's Strength score cannot drop below 1.</p><p/>
</div>
    


name: Ray of Exhaustion
altname: ray of exhaustion
school: Necromancy
subschool: None
descriptor: None
spellcraft_dc: None
level: Sorcerer/Wizard 3
components: V, S, M
casting_time: 1 standard action
range: Close (25 ft. + 5 ft./2 levels)
target: None
area: None
effect: Ray
duration: 1 min./level
saving_throw: Fortitude partial; see text
spell_resistance: Yes
short_description: Ray makes subject exhausted.
to_develop: None
material_components: A drop of sweat.
arcane_material_components: None
focus: None
xp_cost: None
arcane_focus: None
wizard_focus: None
verbal_components: None
sorcerer_focus: None
bard_focus: None
cleric_focus: None
druid_focus: None
reference: SRD 3.5 SpellsP-R
description:
      <p>A black ray projects from your pointing finger. You must succeed on a ranged touch attack with the ray to strike a target.</p>
      <p>The subject is immediately exhausted for the spell's duration. A successful Fortitude save means the creature is only fatigued.</p>
      <p>A character that is already fatigued instead becomes exhausted.</p>
      <p>This spell has no effect on a creature that is already exhausted. Unlike normal exhaustion or fatigue, the effect ends as soon as the spell's duration expires.</p>
      <p/>
    

full_text:
      <div topic='Ray of Exhaustion' level='5'><p><h5>Ray of Exhaustion</h5></p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'><tr maxcol='3' curcol='3'><td width='25%'/><td>Necromancy<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:</b><br/></td><td>Sorcerer/Wizard 3<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:</b><br/></td><td>V, S, M<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:</b><br/></td><td>1 standard action<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:</b><br/></td><td>Close (25 ft. + 5 ft./2 levels)<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Effect:</b><br/></td><td>Ray<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:</b><br/></td><td>1 min./level<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:</b><br/></td><td>Fortitude partial; see text<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:</b><br/></td><td>Yes<br/></td></tr></table><p>A black ray projects from your pointing finger. You must succeed on a ranged touch attack with the ray to strike a target.</p><p>The subject is immediately exhausted for the spell's duration. A successful Fortitude save means the creature is only fatigued.</p><p>A character that is already fatigued instead becomes exhausted.</p><p>This spell has no effect on a creature that is already exhausted. Unlike normal exhaustion or fatigue, the effect ends as soon as the spell's duration expires.</p><p><i>Material Component:</i> A drop of sweat.</p><p/>
</div>
    


name: Ray of Frost
altname: ray of frost
school: Evocation
subschool: None
descriptor: Cold
spellcraft_dc: None
level: Sorcerer/Wizard 0
components: V, S
casting_time: 1 standard action
range: Close (25 ft. + 5 ft./2 levels)
target: None
area: None
effect: Ray
duration: Instantaneous
saving_throw: None
spell_resistance: Yes
short_description: Ray deals 1d3 cold damage.
to_develop: None
material_components: None
arcane_material_components: None
focus: None
xp_cost: None
arcane_focus: None
wizard_focus: None
verbal_components: None
sorcerer_focus: None
bard_focus: None
cleric_focus: None
druid_focus: None
reference: SRD 3.5 SpellsP-R
description:
      <p>A ray of freezing air and ice projects from your pointing finger. You must succeed on a ranged touch attack with the ray to deal damage to a target. The ray deals 1d3 points of cold damage.</p>
      <p/>
    

full_text:
      <div topic='Ray of Frost' level='5'><p><h5>Ray of Frost</h5></p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'><tr maxcol='3' curcol='3'><td width='25%'/><td>Evocation [Cold]<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:</b><br/></td><td>Sorcerer/Wizard 0<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:</b><br/></td><td>V, S<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:</b><br/></td><td>1 standard action<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:</b><br/></td><td>Close (25 ft. + 5 ft./2 levels)<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Effect:</b><br/></td><td>Ray<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:</b><br/></td><td>Instantaneous<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:</b><br/></td><td>None<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:</b><br/></td><td>Yes<br/></td></tr></table><p>A ray of freezing air and ice projects from your pointing finger. You must succeed on a ranged touch attack with the ray to deal damage to a target. The ray deals 1d3 points of cold damage.</p><p/>
</div>
    


name: Read Magic
altname: read magic
school: Divination
subschool: None
descriptor: None
spellcraft_dc: None
level: Bard 0, Cleric 0, Druid 0, Paladin 1, Ranger 1, Sorcerer/Wizard 0
components: V, S, F
casting_time: 1 standard action
range: Personal
target: You
area: None
effect: None
duration: 10 min./level
saving_throw: None
spell_resistance: None
short_description: Read scrolls and spellbooks.
to_develop: None
material_components: None
arcane_material_components: None
focus: A clear crystal or mineral prism.
xp_cost: None
arcane_focus: None
wizard_focus: None
verbal_components: None
sorcerer_focus: None
bard_focus: None
cleric_focus: None
druid_focus: None
reference: SRD 3.5 SpellsP-R
description:
      <p>By means of <i>Read magic</i>,  you can decipher magical inscriptions on objects-books, scrolls, weapons, and the like-that would otherwise be unintelligible. This deciphering does not normally invoke the magic contained in the writing, although it may do so in the case of a cursed scroll. Furthermore, once the spell is cast and you have read the magical inscription, you are thereafter able to read that particular writing without recourse to the use of <i>read magic</i>. You can read at the rate of one page (250 words) per minute. The spell allows you to identify a <i>glyph of warding</i> with a DC 13 Spellcraft check, a <i>greater glyph of warding</i> with a DC 16 Spellcraft check, or any <i>symbol</i> spell with a Spellcraft check (DC 10 + spell level).</p>
      <p><i>Read magic</i> can be made permanent with a <i>permanency</i> spell.</p>
      <p/>
    

full_text:
      <div topic='Read Magic' level='5'><p><h5>Read Magic</h5></p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'><tr maxcol='3' curcol='3'><td width='25%'/><td>Divination<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:</b><br/></td><td>Bard 0, Cleric 0, Druid 0, Paladin 1, Ranger 1, Sorcerer/Wizard 0<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:</b><br/></td><td>V, S, F<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:</b><br/></td><td>1 standard action<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:</b><br/></td><td>Personal<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Target:</b><br/></td><td>You<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:</b><br/></td><td>10 min./level<br/></td></tr></table><p>By means of <i>Read magic</i>,  you can decipher magical inscriptions on objects-books, scrolls, weapons, and the like-that would otherwise be unintelligible. This deciphering does not normally invoke the magic contained in the writing, although it may do so in the case of a cursed scroll. Furthermore, once the spell is cast and you have read the magical inscription, you are thereafter able to read that particular writing without recourse to the use of <i>read magic</i>. You can read at the rate of one page (250 words) per minute. The spell allows you to identify a <i>glyph of warding</i> with a DC 13 Spellcraft check, a <i>greater glyph of warding</i> with a DC 16 Spellcraft check, or any <i>symbol</i> spell with a Spellcraft check (DC 10 + spell level).</p><p><i>Read magic</i> can be made permanent with a <i>permanency</i> spell.</p><p><i>Focus:</i> A clear crystal or mineral prism.</p><p/>
</div>
    


name: Reduce Animal
altname: reduce animal
school: Transmutation
subschool: None
descriptor: None
spellcraft_dc: None
level: Druid 2, Ranger 3
components: V, S
casting_time: 1 standard action
range: Touch
target: One willing animal of Small, Medium, Large, or Huge size
area: None
effect: None
duration: 1 hour/level (D)
saving_throw: None
spell_resistance: No
short_description: Shrinks one willing animal.
to_develop: None
material_components: A pinch of powdered iron.
arcane_material_components: None
focus: None
xp_cost: None
arcane_focus: None
wizard_focus: None
verbal_components: None
sorcerer_focus: None
bard_focus: None
cleric_focus: None
druid_focus: None
reference: SRD 3.5 SpellsP-R
description:
      <p>This spell functions like <i>reduce person</i>,  except that it affects a single willing animal. Reduce the damage dealt by the animal's natural attacks as appropriate for its new size.</p>
      <p/>
    

full_text:
      <div topic='Reduce Animal' level='5'><p><h5>Reduce Animal</h5></p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'><tr maxcol='3' curcol='3'><td width='25%'/><td>Transmutation<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:</b><br/></td><td>Druid 2, Ranger 3<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:</b><br/></td><td>V, S<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:</b><br/></td><td>1 standard action<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:</b><br/></td><td>Touch<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Target:</b><br/></td><td>One willing animal of Small, Medium, Large, or Huge size<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:</b><br/></td><td>1 hour/level (D)<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:</b><br/></td><td>None<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:</b><br/></td><td>No<br/></td></tr></table><p>This spell functions like <i>reduce person</i>,  except that it affects a single willing animal. Reduce the damage dealt by the animal's natural attacks as appropriate for its new size.</p><p/>
</div>
    


name: Reduce Person
altname: reduce person
school: Transmutation
subschool: None
descriptor: None
spellcraft_dc: None
level: Sorcerer/Wizard 1
components: V, S, M
casting_time: 1 round
range: Close (25 ft. + 5 ft./2 levels)
target: One humanoid creature
area: None
effect: None
duration: 1 min./level (D)
saving_throw: Fortitude negates
spell_resistance: Yes
short_description: Humanoid creature halves in size.
to_develop: None
material_components: A pinch of powdered iron.
arcane_material_components: None
focus: None
xp_cost: None
arcane_focus: None
wizard_focus: None
verbal_components: None
sorcerer_focus: None
bard_focus: None
cleric_focus: None
druid_focus: None
reference: SRD 3.5 SpellsP-R
description:
      <p>This spell causes instant diminution of a humanoid creature, halving its height, length, and width and dividing its weight by 8. This decrease changes the creature's size category to the next smaller one. The target gains a +2 size bonus to Dexterity, a -2 size penalty to Strength (to a minimum of 1), and a +1 bonus on attack rolls and AC due to its reduced size.</p>
      <p>A Small humanoid creature whose size decreases to Tiny has a space of 2-1/2 feet and a natural reach of 0 feet (meaning that it must enter an opponent's square to attack). A Large humanoid creature whose size decreases to Medium has a space of 5 feet and a natural reach of 5 feet. This spell doesn't change the target's speed.</p>
      <p>All equipment worn or carried by a creature is similarly reduced by the spell.</p>
      <p>Melee and projectile weapons deal less damage. Other magical properties are not affected by this spell. Any <i>reduced</i> item that leaves the <i>reduced</i> creature's possession (including a projectile or thrown weapon) instantly returns to its normal size. This means that thrown weapons deal their normal damage (projectiles deal damage based on the size of the weapon that fired them).</p>
      <p>Multiple magical effects that reduce size do not stack.</p>
      <p><i>Reduce person</i> counters and dispels <i>Enlarge person</i>.</p>
      <p><i>Reduce person</i> can be made permanent with a <i>permanency</i> spell.</p>
      <p/>
    

full_text:
      <div topic='Reduce Person' level='5'><p><h5>Reduce Person</h5></p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'><tr maxcol='3' curcol='3'><td width='25%'/><td>Transmutation<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:</b><br/></td><td>Sorcerer/Wizard 1<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:</b><br/></td><td>V, S, M<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:</b><br/></td><td>1 round<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:</b><br/></td><td>Close (25 ft. + 5 ft./2 levels)<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Target:</b><br/></td><td>One humanoid creature<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:</b><br/></td><td>1 min./level (D)<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:</b><br/></td><td>Fortitude negates<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:</b><br/></td><td>Yes<br/></td></tr></table><p>This spell causes instant diminution of a humanoid creature, halving its height, length, and width and dividing its weight by 8. This decrease changes the creature's size category to the next smaller one. The target gains a +2 size bonus to Dexterity, a -2 size penalty to Strength (to a minimum of 1), and a +1 bonus on attack rolls and AC due to its reduced size.</p><p>A Small humanoid creature whose size decreases to Tiny has a space of 2-1/2 feet and a natural reach of 0 feet (meaning that it must enter an opponent's square to attack). A Large humanoid creature whose size decreases to Medium has a space of 5 feet and a natural reach of 5 feet. This spell doesn't change the target's speed.</p><p>All equipment worn or carried by a creature is similarly reduced by the spell.</p><p>Melee and projectile weapons deal less damage. Other magical properties are not affected by this spell. Any <i>reduced</i> item that leaves the <i>reduced</i> creature's possession (including a projectile or thrown weapon) instantly returns to its normal size. This means that thrown weapons deal their normal damage (projectiles deal damage based on the size of the weapon that fired them).</p><p>Multiple magical effects that reduce size do not stack.</p><p><i>Reduce person</i> counters and dispels <i>Enlarge person</i>.</p><p><i>Reduce person</i> can be made permanent with a <i>permanency</i> spell.</p><p><i>Material Component:</i> A pinch of powdered iron.</p><p/>
</div>
    


name: Reduce Person, Mass
altname: mass reduce person
school: Transmutation
subschool: None
descriptor: None
spellcraft_dc: None
level: Sorcerer/Wizard 4
components: V, S, M
casting_time: 1 round
range: Close (25 ft. + 5 ft./2 levels)
target: One humanoid creature/level, no two of which can be more than 30 ft. apart
area: None
effect: None
duration: 1 min./level (D)
saving_throw: Fortitude negates
spell_resistance: Yes
short_description: Reduces several creatures.
to_develop: None
material_components: A pinch of powdered iron.
arcane_material_components: None
focus: None
xp_cost: None
arcane_focus: None
wizard_focus: None
verbal_components: None
sorcerer_focus: None
bard_focus: None
cleric_focus: None
druid_focus: None
reference: SRD 3.5 SpellsP-R
description:
      <p>This spell functions like <i>reduce person</i>, except that it affects multiple creatures.</p>
      <p/>
    

full_text:
      <div topic='Reduce Person, Mass' level='5'><p><h5>Reduce Person, Mass</h5></p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'><tr maxcol='3' curcol='3'><td width='25%'/><td>Transmutation<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:</b><br/></td><td>Sorcerer/Wizard 4<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Target:</b><br/></td><td>One humanoid creature/level, no two of which can be more than 30 ft. apart<br/></td></tr></table><p>This spell functions like <i>reduce person</i>, except that it affects multiple creatures.</p><p/>
</div>
    


name: Refuge
altname: refuge
school: Conjuration
subschool: Teleportation
descriptor: None
spellcraft_dc: None
level: Cleric 7, Sorcerer/Wizard 9
components: V, S, M
casting_time: 1 standard action
range: Touch
target: Object touched
area: None
effect: None
duration: Permanent until discharged
saving_throw: None
spell_resistance: No
short_description: Alters item to transport its possessor to you.
to_develop: None
material_components: The specially prepared object, whose construction requires gems worth 1,500 gp.
arcane_material_components: None
focus: None
xp_cost: None
arcane_focus: None
wizard_focus: None
verbal_components: None
sorcerer_focus: None
bard_focus: None
cleric_focus: None
druid_focus: None
reference: SRD 3.5 SpellsP-R
description:
      <p>You create powerful magic in some specially prepared object. This object contains the power to instantly transport its possessor across any distance within the same plane to your abode. Once the item is transmuted, you must give it willingly to a creature and at the same time inform it of a command word to be spoken when the item is used. To make use of the item, the subject speaks the command word at the same time that it rends or breaks the item (a standard action). When this is done, the individual and all objects it is wearing and carrying (to a maximum of the character's heavy load) are instantly transported to your abode. No other creatures are affected (aside from a familiar that is touching the subject).</p>
      <p>You can alter the spell when casting it so that it transports you to within 10 feet of the possessor of the item when it is broken and the command word spoken. You will have a general idea of the location and situation of the item possessor at the time the <i>refuge</i> spell is discharged, but once you decide to alter the spell in this fashion, you have no choice whether or not to be transported.</p>
      <p/>
    

full_text:
      <div topic='Refuge' level='5'><p><h5>Refuge</h5></p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'><tr maxcol='3' curcol='3'><td width='25%'/><td>Conjuration (Teleportation)<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:</b><br/></td><td>Cleric 7, Sorcerer/Wizard 9<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:</b><br/></td><td>V, S, M<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:</b><br/></td><td>1 standard action<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:</b><br/></td><td>Touch<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Target:</b><br/></td><td>Object touched<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:</b><br/></td><td>Permanent until discharged<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:</b><br/></td><td>None<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:</b><br/></td><td>No<br/></td></tr></table><p>You create powerful magic in some specially prepared object. This object contains the power to instantly transport its possessor across any distance within the same plane to your abode. Once the item is transmuted, you must give it willingly to a creature and at the same time inform it of a command word to be spoken when the item is used. To make use of the item, the subject speaks the command word at the same time that it rends or breaks the item (a standard action). When this is done, the individual and all objects it is wearing and carrying (to a maximum of the character's heavy load) are instantly transported to your abode. No other creatures are affected (aside from a familiar that is touching the subject).</p><p>You can alter the spell when casting it so that it transports you to within 10 feet of the possessor of the item when it is broken and the command word spoken. You will have a general idea of the location and situation of the item possessor at the time the <i>refuge</i> spell is discharged, but once you decide to alter the spell in this fashion, you have no choice whether or not to be transported.</p><p><i>Material Component:</i> The specially prepared object, whose construction requires gems worth 1,500 gp.</p><p/>
</div>
    


name: Regenerate
altname: regenerate
school: Conjuration
subschool: Healing
descriptor: None
spellcraft_dc: None
level: Cleric 7, Druid 9, Healing 7
components: V, S, DF
casting_time: 3 full rounds
range: Touch
target: Living creature touched
area: None
effect: None
duration: Instantaneous
saving_throw: Fortitude negates (harmless)
spell_resistance: Yes (harmless)
short_description: Subject's severed limbs grow back, cures 4d8 damage +1/level (max +35).
to_develop: None
material_components: None
arcane_material_components: None
focus: None
xp_cost: None
arcane_focus: None
wizard_focus: None
verbal_components: None
sorcerer_focus: None
bard_focus: None
cleric_focus: None
druid_focus: None
reference: SRD 3.5 SpellsP-R
description:
      <p>The subject's severed body members (fingers, toes, hands, feet, arms, legs, tails, or even heads of multiheaded creatures), broken bones, and ruined organs grow back. After the spell is cast, the physical regeneration is complete in 1 round if the severed members are present and touching the creature. It takes 2d10 rounds otherwise.</p>
      <p><i>Regenerate</i> also cures 4d8 points of damage +1 point per caster level (maximum +35), rids the subject of exhaustion and/or fatigue, and eliminates all nonlethal damage the subject has taken. It has no effect on nonliving creatures (including undead).</p>
      <p/>
    

full_text:
      <div topic='Regenerate' level='5'><p><h5>Regenerate</h5></p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'><tr maxcol='3' curcol='3'><td width='25%'/><td>Conjuration (Healing)<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:</b><br/></td><td>Cleric 7, Druid 9, Healing 7<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:</b><br/></td><td>V, S, DF<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:</b><br/></td><td>3 full rounds<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:</b><br/></td><td>Touch<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Target:</b><br/></td><td>Living creature touched<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:</b><br/></td><td>Instantaneous<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:</b><br/></td><td>Fortitude negates (harmless)<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:</b><br/></td><td>Yes (harmless)<br/></td></tr></table><p>The subject's severed body members (fingers, toes, hands, feet, arms, legs, tails, or even heads of multiheaded creatures), broken bones, and ruined organs grow back. After the spell is cast, the physical regeneration is complete in 1 round if the severed members are present and touching the creature. It takes 2d10 rounds otherwise.</p><p><i>Regenerate</i> also cures 4d8 points of damage +1 point per caster level (maximum +35), rids the subject of exhaustion and/or fatigue, and eliminates all nonlethal damage the subject has taken. It has no effect on nonliving creatures (including undead).</p><p/>
</div>
    


name: Reincarnate
altname: reincarnate
school: Transmutation
subschool: None
descriptor: None
spellcraft_dc: None
level: Druid 4
components: V, S, M, DF
casting_time: 10 minutes
range: Touch
target: Dead creature touched
area: None
effect: None
duration: Instantaneous
saving_throw: None; see text
spell_resistance: Yes (harmless)
short_description: Brings dead subject back in a random body.
to_develop: None
material_components: Rare oils and unguents worth a total of least 1,000 gp, spread over the remains.
arcane_material_components: None
focus: None
xp_cost: None
arcane_focus: None
wizard_focus: None
verbal_components: None
sorcerer_focus: None
bard_focus: None
cleric_focus: None
druid_focus: None
reference: SRD 3.5 SpellsP-R
description:
      <p>With this spell, you bring back a dead creature in another body, provided that its death occurred no more than one week before the casting of the spell and the subject's soul is free and willing to return. If the subject's soul is not willing to return, the spell does not work; therefore, a subject that wants to return receives no saving throw.</p>
      <p>Since the dead creature is returning in a new body, all physical ills and afflictions are repaired. The condition of the remains is not a factor. So long as some small portion of the creature's body still exists, it can be reincarnated, but the portion receiving the spell must have been part of the creature's body at the time of death. The magic of the spell creates an entirely new young adult body for the soul to inhabit from the natural elements at hand. This process takes 1 hour to complete.  When the body is ready, the subject is reincarnated.</p>
      <p>A reincarnated creature recalls the majority of its former life and form. It retains any class abilities, feats, or skill ranks it formerly possessed. Its class, base attack bonus, base save bonuses, and hit points are unchanged. Strength, Dexterity, and Constitution scores depend partly on the new body. First eliminate the subject's racial adjustments (since it is no longer of his previous race) and then apply the adjustments found below to its remaining ability scores. The subject's level (or Hit Dice) is reduced by 1. If the subject was 1st level, its new Constitution score is reduced by 2. (If this reduction would put its Con at 0 or lower, it can't be reincarnated). This level/HD loss or Constitution loss cannot be repaired by any means.</p>
      <p>It's possible for the change in the subject's ability scores to make it difficult for it to pursue its previous character class. If this is the case, the subject is well advised to become a multiclass character.</p>
      <p>For a humanoid creature, the new incarnation is determined using the following table. For nonhumanoid creatures, a similar table of creatures of the same type should be created.</p>
      <p>A creature that has been turned into an undead creature or killed by a death effect can't be returned to life by this spell.  Constructs, elementals, outsiders, and undead creatures can't be reincarnated. The spell cannot bring back a creature who has died of old age.</p>
      <table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'>

<tr maxcol='6' curcol='6'>
<td><b>d%</b><br/></td>
<td><b>Incarnation</b><br/></td>
<td><b>Str</b><br/></td>
<td><b>Dex</b><br/></td>
<td><b>Con</b><br/></td>

</tr>

<tr maxcol='6' curcol='6'>
<td>01<br/></td>
<td>Bugbear<br/></td>
<td>+4<br/></td>
<td>+2<br/></td>
<td>+2<br/></td>

</tr>
<tr maxcol='6' curcol='6'>
<td>02-13<br/></td>
<td>Dwarf<br/></td>
<td>+0<br/></td>
<td>+0<br/></td>
<td>+2<br/></td>

</tr>
<tr maxcol='6' curcol='6'>
<td>14-25<br/></td>
<td>Elf<br/></td>
<td>+0<br/></td>
<td>+2<br/></td>
<td>-2<br/></td>

</tr>
<tr maxcol='6' curcol='6'>
<td>26<br/></td>
<td>Gnoll<br/></td>
<td>+4<br/></td>
<td>+0<br/></td>
<td>+2<br/></td>

</tr>
<tr maxcol='6' curcol='6'>
<td>27-38<br/></td>
<td>Gnome<br/></td>
<td>-2<br/></td>
<td>+0<br/></td>
<td>+2<br/></td>

</tr>
<tr maxcol='6' curcol='6'>
<td>39-42<br/></td>
<td>Goblin<br/></td>
<td>-2<br/></td>
<td>+2<br/></td>
<td>+0<br/></td>

</tr>
<tr maxcol='6' curcol='6'>
<td>43-52<br/></td>
<td>Half-elf<br/></td>
<td>+0<br/></td>
<td>+0<br/></td>
<td>+0<br/></td>

</tr>
<tr maxcol='6' curcol='6'>
<td>53-62<br/></td>
<td>Half-orc<br/></td>
<td>+2<br/></td>
<td>+0<br/></td>
<td>+0<br/></td>

</tr>
<tr maxcol='6' curcol='6'>
<td>63-74<br/></td>
<td>Halfling<br/></td>
<td>-2<br/></td>
<td>+2<br/></td>
<td>+0<br/></td>

</tr>
<tr maxcol='6' curcol='6'>
<td>75-89<br/></td>
<td>Human<br/></td>
<td>+0<br/></td>
<td>+0<br/></td>
<td>+0<br/></td>

</tr>
<tr maxcol='6' curcol='6'>
<td>90-93<br/></td>
<td>Kobold<br/></td>
<td>-4<br/></td>
<td>+2<br/></td>
<td>-2<br/></td>

</tr>
<tr maxcol='6' curcol='6'>
<td>94<br/></td>
<td>Lizardfolk<br/></td>
<td>+2<br/></td>
<td>+0<br/></td>
<td>+2<br/></td>

</tr>
<tr maxcol='6' curcol='6'>
<td>95-98<br/></td>
<td>Orc<br/></td>
<td>+4<br/></td>
<td>+0<br/></td>
<td>+0<br/></td>

</tr>
<tr maxcol='6' curcol='6'>
<td>99<br/></td>
<td>Troglodyte<br/></td>
<td>+0<br/></td>
<td>-2<br/></td>
<td>+4<br/></td>

</tr>

<tr maxcol='6' curcol='6'>
<td>100<br/></td>
<td>Other<br/></td>
<td>?<br/></td>
<td>?<br/></td>
<td>?<br/></td>

</tr>
</table>
      <p>The reincarnated creature gains all abilities associated with its new form, including forms of movement and speeds, natural armor, natural attacks, extraordinary abilities, and the like, but it doesn't automatically speak the language of the new form.</p>
      <p>A <i>wish</i> or a <i>miracle</i> spell can restore a reincarnated character to his or her original form.</p>
      <p/>
    

full_text:
      <div topic='Reincarnate' level='5'><p><h5>Reincarnate</h5></p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'><tr maxcol='3' curcol='3'><td width='25%'/><td>Transmutation<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:</b><br/></td><td>Druid 4<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:</b><br/></td><td>V, S, M, DF<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:</b><br/></td><td>10 minutes<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:</b><br/></td><td>Touch<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Target:</b><br/></td><td>Dead creature touched<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:</b><br/></td><td>Instantaneous<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:</b><br/></td><td>None; see text<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:</b><br/></td><td>Yes (harmless)<br/></td></tr></table><p>With this spell, you bring back a dead creature in another body, provided that its death occurred no more than one week before the casting of the spell and the subject's soul is free and willing to return. If the subject's soul is not willing to return, the spell does not work; therefore, a subject that wants to return receives no saving throw.</p><p>Since the dead creature is returning in a new body, all physical ills and afflictions are repaired. The condition of the remains is not a factor. So long as some small portion of the creature's body still exists, it can be reincarnated, but the portion receiving the spell must have been part of the creature's body at the time of death. The magic of the spell creates an entirely new young adult body for the soul to inhabit from the natural elements at hand. This process takes 1 hour to complete.  When the body is ready, the subject is reincarnated.</p><p>A reincarnated creature recalls the majority of its former life and form. It retains any class abilities, feats, or skill ranks it formerly possessed. Its class, base attack bonus, base save bonuses, and hit points are unchanged. Strength, Dexterity, and Constitution scores depend partly on the new body. First eliminate the subject's racial adjustments (since it is no longer of his previous race) and then apply the adjustments found below to its remaining ability scores. The subject's level (or Hit Dice) is reduced by 1. If the subject was 1st level, its new Constitution score is reduced by 2. (If this reduction would put its Con at 0 or lower, it can't be reincarnated). This level/HD loss or Constitution loss cannot be repaired by any means.</p><p>It's possible for the change in the subject's ability scores to make it difficult for it to pursue its previous character class. If this is the case, the subject is well advised to become a multiclass character.</p><p>For a humanoid creature, the new incarnation is determined using the following table. For nonhumanoid creatures, a similar table of creatures of the same type should be created.</p><p>A creature that has been turned into an undead creature or killed by a death effect can't be returned to life by this spell.  Constructs, elementals, outsiders, and undead creatures can't be reincarnated. The spell cannot bring back a creature who has died of old age.</p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'>

<tr maxcol='6' curcol='6'>
<td><b>d%</b><br/></td>
<td><b>Incarnation</b><br/></td>
<td><b>Str</b><br/></td>
<td><b>Dex</b><br/></td>
<td><b>Con</b><br/></td>

</tr>

<tr maxcol='6' curcol='6'>
<td>01<br/></td>
<td>Bugbear<br/></td>
<td>+4<br/></td>
<td>+2<br/></td>
<td>+2<br/></td>

</tr>
<tr maxcol='6' curcol='6'>
<td>02-13<br/></td>
<td>Dwarf<br/></td>
<td>+0<br/></td>
<td>+0<br/></td>
<td>+2<br/></td>

</tr>
<tr maxcol='6' curcol='6'>
<td>14-25<br/></td>
<td>Elf<br/></td>
<td>+0<br/></td>
<td>+2<br/></td>
<td>-2<br/></td>

</tr>
<tr maxcol='6' curcol='6'>
<td>26<br/></td>
<td>Gnoll<br/></td>
<td>+4<br/></td>
<td>+0<br/></td>
<td>+2<br/></td>

</tr>
<tr maxcol='6' curcol='6'>
<td>27-38<br/></td>
<td>Gnome<br/></td>
<td>-2<br/></td>
<td>+0<br/></td>
<td>+2<br/></td>

</tr>
<tr maxcol='6' curcol='6'>
<td>39-42<br/></td>
<td>Goblin<br/></td>
<td>-2<br/></td>
<td>+2<br/></td>
<td>+0<br/></td>

</tr>
<tr maxcol='6' curcol='6'>
<td>43-52<br/></td>
<td>Half-elf<br/></td>
<td>+0<br/></td>
<td>+0<br/></td>
<td>+0<br/></td>

</tr>
<tr maxcol='6' curcol='6'>
<td>53-62<br/></td>
<td>Half-orc<br/></td>
<td>+2<br/></td>
<td>+0<br/></td>
<td>+0<br/></td>

</tr>
<tr maxcol='6' curcol='6'>
<td>63-74<br/></td>
<td>Halfling<br/></td>
<td>-2<br/></td>
<td>+2<br/></td>
<td>+0<br/></td>

</tr>
<tr maxcol='6' curcol='6'>
<td>75-89<br/></td>
<td>Human<br/></td>
<td>+0<br/></td>
<td>+0<br/></td>
<td>+0<br/></td>

</tr>
<tr maxcol='6' curcol='6'>
<td>90-93<br/></td>
<td>Kobold<br/></td>
<td>-4<br/></td>
<td>+2<br/></td>
<td>-2<br/></td>

</tr>
<tr maxcol='6' curcol='6'>
<td>94<br/></td>
<td>Lizardfolk<br/></td>
<td>+2<br/></td>
<td>+0<br/></td>
<td>+2<br/></td>

</tr>
<tr maxcol='6' curcol='6'>
<td>95-98<br/></td>
<td>Orc<br/></td>
<td>+4<br/></td>
<td>+0<br/></td>
<td>+0<br/></td>

</tr>
<tr maxcol='6' curcol='6'>
<td>99<br/></td>
<td>Troglodyte<br/></td>
<td>+0<br/></td>
<td>-2<br/></td>
<td>+4<br/></td>

</tr>

<tr maxcol='6' curcol='6'>
<td>100<br/></td>
<td>Other<br/></td>
<td>?<br/></td>
<td>?<br/></td>
<td>?<br/></td>

</tr>
</table><p>The reincarnated creature gains all abilities associated with its new form, including forms of movement and speeds, natural armor, natural attacks, extraordinary abilities, and the like, but it doesn't automatically speak the language of the new form.</p><p>A <i>wish</i> or a <i>miracle</i> spell can restore a reincarnated character to his or her original form.</p><p><i>Material Component:</i> Rare oils and unguents worth a total of least 1,000 gp, spread over the remains.</p><p/>
</div>
    


name: Remove Blindness/Deafness
altname: remove blindness/deafness
school: Conjuration
subschool: Healing
descriptor: None
spellcraft_dc: None
level: Cleric 3, Paladin 3
components: V, S
casting_time: 1 standard action
range: Touch
target: Creature touched
area: None
effect: None
duration: Instantaneous
saving_throw: Fortitude negates (harmless)
spell_resistance: Yes (harmless)
short_description: Cures normal or magical conditions.
to_develop: None
material_components: None
arcane_material_components: None
focus: None
xp_cost: None
arcane_focus: None
wizard_focus: None
verbal_components: None
sorcerer_focus: None
bard_focus: None
cleric_focus: None
druid_focus: None
reference: SRD 3.5 SpellsP-R
description:
      <p><i>Remove blindness/deafness</i> cures blindness or deafness (your choice), whether the effect is normal or magical in nature. The spell does not restore ears or eyes that have been lost, but it repairs them if they are damaged.</p>
      <p><i>Remove blindness/deafness</i> counters and dispels <i>blindness/deafness</i>.</p>
      <p/>
    

full_text:
      <div topic='Remove Blindness/Deafness' level='5'><p><h5>Remove Blindness/Deafness</h5></p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'><tr maxcol='3' curcol='3'><td width='25%'/><td>Conjuration (Healing)<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:</b><br/></td><td>Cleric 3, Paladin 3<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:</b><br/></td><td>V, S<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:</b><br/></td><td>1 standard action<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:</b><br/></td><td>Touch<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Target:</b><br/></td><td>Creature touched<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:</b><br/></td><td>Instantaneous<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:</b><br/></td><td>Fortitude negates (harmless)<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:</b><br/></td><td>Yes (harmless)<br/></td></tr></table><p><i>Remove blindness/deafness</i> cures blindness or deafness (your choice), whether the effect is normal or magical in nature. The spell does not restore ears or eyes that have been lost, but it repairs them if they are damaged.</p><p><i>Remove blindness/deafness</i> counters and dispels <i>blindness/deafness</i>.</p><p/>
</div>
    


name: Remove Curse
altname: remove curse
school: Abjuration
subschool: None
descriptor: None
spellcraft_dc: None
level: Bard 3, Cleric 3, Paladin 3, Sorcerer/Wizard 4
components: V, S
casting_time: 1 standard action
range: Touch
target: Creature or item touched
area: None
effect: None
duration: Instantaneous
saving_throw: Will negates (harmless)
spell_resistance: Yes (harmless)
short_description: Frees object or person from curse.
to_develop: None
material_components: None
arcane_material_components: None
focus: None
xp_cost: None
arcane_focus: None
wizard_focus: None
verbal_components: None
sorcerer_focus: None
bard_focus: None
cleric_focus: None
druid_focus: None
reference: SRD 3.5 SpellsP-R
description:
      <p><i>Remove curse</i> instantaneously removes all curses on an object or a creature. <i>Remove curse</i> does not remove the curse from a cursed shield, weapon, or suit of armor, although the spell typically enables the creature afflicted with any such cursed item to remove and get rid of it. Certain special curses may not be countered by this spell or may be countered only by a caster of a certain level or higher.</p>
      <p><i>Remove curse</i> counters and dispels <i>bestow curse</i>.</p>
      <p/>
    

full_text:
      <div topic='Remove Curse' level='5'><p><h5>Remove Curse</h5></p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'><tr maxcol='3' curcol='3'><td width='25%'/><td>Abjuration<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:</b><br/></td><td>Bard 3, Cleric 3, Paladin 3, Sorcerer/Wizard 4<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:</b><br/></td><td>V, S<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:</b><br/></td><td>1 standard action<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:</b><br/></td><td>Touch<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Target:</b><br/></td><td>Creature or item touched<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:</b><br/></td><td>Instantaneous<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:</b><br/></td><td>Will negates (harmless)<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:</b><br/></td><td>Yes (harmless)<br/></td></tr></table><p><i>Remove curse</i> instantaneously removes all curses on an object or a creature. <i>Remove curse</i> does not remove the curse from a cursed shield, weapon, or suit of armor, although the spell typically enables the creature afflicted with any such cursed item to remove and get rid of it. Certain special curses may not be countered by this spell or may be countered only by a caster of a certain level or higher.</p><p><i>Remove curse</i> counters and dispels <i>bestow curse</i>.</p><p/>
</div>
    


name: Remove Disease
altname: remove disease
school: Conjuration
subschool: Healing
descriptor: None
spellcraft_dc: None
level: Cleric 3, Druid 3, Ranger 3
components: V, S
casting_time: 1 standard action
range: Touch
target: Creature touched
area: None
effect: None
duration: Instantaneous
saving_throw: Fortitude negates (harmless)
spell_resistance: Yes (harmless)
short_description: Cures all diseases affecting subject.
to_develop: None
material_components: None
arcane_material_components: None
focus: None
xp_cost: None
arcane_focus: None
wizard_focus: None
verbal_components: None
sorcerer_focus: None
bard_focus: None
cleric_focus: None
druid_focus: None
reference: SRD 3.5 SpellsP-R
description:
      <p><i>Remove disease</i> cures all diseases that the subject is suffering from. The spell also kills parasites, including green slime and others. Certain special diseases may not be countered by this spell or may be countered only by a caster of a certain level or higher.</p>
      <p><i>Note:</i> Since the spell's duration is instantaneous, it does not prevent reinfection after a new exposure to the same disease at a later date.</p>
      <p/>
    

full_text:
      <div topic='Remove Disease' level='5'><p><h5>Remove Disease</h5></p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'><tr maxcol='3' curcol='3'><td width='25%'/><td>Conjuration (Healing)<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:</b><br/></td><td>Cleric 3, Druid 3, Ranger 3<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:</b><br/></td><td>V, S<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:</b><br/></td><td>1 standard action<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:</b><br/></td><td>Touch<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Target:</b><br/></td><td>Creature touched<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:</b><br/></td><td>Instantaneous<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:</b><br/></td><td>Fortitude negates (harmless)<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:</b><br/></td><td>Yes (harmless)<br/></td></tr></table><p><i>Remove disease</i> cures all diseases that the subject is suffering from. The spell also kills parasites, including green slime and others. Certain special diseases may not be countered by this spell or may be countered only by a caster of a certain level or higher.</p><p><i>Note:</i> Since the spell's duration is instantaneous, it does not prevent reinfection after a new exposure to the same disease at a later date.</p><p/>
</div>
    


name: Remove Fear
altname: remove fear
school: Abjuration
subschool: None
descriptor: None
spellcraft_dc: None
level: Bard 1, Cleric 1
components: V, S
casting_time: 1 standard action
range: Close (25 ft. + 5 ft./2 levels)
area: None
effect: None
duration: 10 minutes; see text
saving_throw: Will negates (harmless)
spell_resistance: Yes (harmless)
short_description: Suppresses fear or gives +4 on saves against fear for one subject + one per four levels.
to_develop: None
material_components: None
arcane_material_components: None
focus: None
xp_cost: None
arcane_focus: None
wizard_focus: None
verbal_components: None
sorcerer_focus: None
bard_focus: None
cleric_focus: None
druid_focus: None
reference: SRD 3.5 SpellsP-R
target:
One creature plus one additional creature per four levels, no two of which can be more than 30 ft. apart

description:
      <p>You instill courage in the subject, granting it a +4 morale bonus against <i>fear</i> effects for 10 minutes. If the subject is under the influence of a <i>fear</i> effect when receiving the spell, that effect is suppressed for the duration of the spell.</p>
      <p><i>Remove fear</i> counters and dispels <i>cause fear</i>.</p>
      <p/>
    

full_text:
      <div topic='Remove Fear' level='5'><p><h5>Remove Fear</h5></p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'><tr maxcol='3' curcol='3'><td width='25%'/><td>Abjuration<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:</b><br/></td><td>Bard 1, Cleric 1<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:</b><br/></td><td>V, S<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:</b><br/></td><td>1 standard action<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:</b><br/></td><td>Close (25 ft. + 5 ft./2 levels)<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Targets:</b><br/></td><td>One creature plus one additional creature per four levels, no two of which can be more than 30 ft. apart<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:</b><br/></td><td>10 minutes; see text<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:</b><br/></td><td>Will negates (harmless)<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:</b><br/></td><td>Yes (harmless)<br/></td></tr></table><p>You instill courage in the subject, granting it a +4 morale bonus against <i>fear</i> effects for 10 minutes. If the subject is under the influence of a <i>fear</i> effect when receiving the spell, that effect is suppressed for the duration of the spell.</p><p><i>Remove fear</i> counters and dispels <i>cause fear</i>.</p><p/>
</div>
    


name: Remove Paralysis
altname: remove paralysis
school: Conjuration
subschool: Healing
descriptor: None
spellcraft_dc: None
level: Cleric 2, Paladin 2
components: V, S
casting_time: 1 standard action
range: Close (25 ft. + 5 ft./2 levels)
target: Up to four creatures, no two of which can be more than 30 ft. apart
area: None
effect: None
duration: Instantaneous
saving_throw: Will negates (harmless)
spell_resistance: Yes (harmless)
short_description: Frees one or more creatures from paralysis or slow effect.
to_develop: None
material_components: None
arcane_material_components: None
focus: None
xp_cost: None
arcane_focus: None
wizard_focus: None
verbal_components: None
sorcerer_focus: None
bard_focus: None
cleric_focus: None
druid_focus: None
reference: SRD 3.5 SpellsP-R
description:
      <p>You can free one or more creatures from the effects of any temporary paralysis or related magic, including a ghoul's touch or a <i>slow</i> spell. If the spell is cast on one creature, the paralysis is negated. If cast on two creatures, each receives another save with a +4 resistance bonus against the effect that afflicts it. If cast on three or four creatures, each receives another save with a +2 resistance bonus.</p>
      <p>The spell does not restore ability scores reduced by penalties, damage, or drain.</p>
      <p/>
    

full_text:
      <div topic='Remove Paralysis' level='5'><p><h5>Remove Paralysis</h5></p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'><tr maxcol='3' curcol='3'><td width='25%'/><td>Conjuration (Healing)<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:</b><br/></td><td>Cleric 2, Paladin 2<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:</b><br/></td><td>V, S<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:</b><br/></td><td>1 standard action<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:</b><br/></td><td>Close (25 ft. + 5 ft./2 levels)<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Targets:</b><br/></td><td>Up to four creatures, no two of which can be more than 30 ft. apart<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:</b><br/></td><td>Instantaneous<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:</b><br/></td><td>Will negates (harmless)<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:</b><br/></td><td>Yes (harmless)<br/></td></tr></table><p>You can free one or more creatures from the effects of any temporary paralysis or related magic, including a ghoul's touch or a <i>slow</i> spell. If the spell is cast on one creature, the paralysis is negated. If cast on two creatures, each receives another save with a +4 resistance bonus against the effect that afflicts it. If cast on three or four creatures, each receives another save with a +2 resistance bonus.</p><p>The spell does not restore ability scores reduced by penalties, damage, or drain.</p><p/>
</div>
    


name: Repel Metal or Stone
altname: repel metal or stone
school: Abjuration
subschool: None
descriptor: Earth
spellcraft_dc: None
level: Druid 8
components: V, S
casting_time: 1 standard action
range: 60 ft.
target: None
area: 60-ft. line from you
effect: None
duration: 1 round/level (D)
saving_throw: None
spell_resistance: No
short_description: Pushes away metal and stone.
to_develop: None
material_components: None
arcane_material_components: None
focus: None
xp_cost: None
arcane_focus: None
wizard_focus: None
verbal_components: None
sorcerer_focus: None
bard_focus: None
cleric_focus: None
druid_focus: None
reference: SRD 3.5 SpellsP-R
description:
      <p>Like <i>repel wood</i>,  this spell creates waves of invisible and intangible energy that roll forth from you. All metal or stone objects in the path of the spell are pushed away from you to the limit of the range. Fixed metal or stone objects larger than 3 inches in diameter and loose objects weighing more than 500 pounds are not affected. Anything else, including animated objects, small boulders, and creatures in metal armor, moves back. Fixed objects 3 inches in diameter or smaller bend or break, and the pieces move with the wave of energy. Objects affected by the spell are repelled at the rate of 40 feet per round.</p>
      <p>Objects such as metal armor, swords, and the like are pushed back, dragging their bearers with them. Even magic items with metal components are repelled, although an <i>antimagic field</i> blocks the effects.</p>
      <p>The waves of energy continue to sweep down the set path for the spell's duration. After you cast the spell, the path is set, and you can then do other things or go elsewhere without affecting the spell's power.</p>
      <p/>
    

full_text:
      <div topic='Repel Metal or Stone' level='5'><p><h5>Repel Metal or Stone</h5></p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'><tr maxcol='3' curcol='3'><td width='25%'/><td>Abjuration [Earth]<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:</b><br/></td><td>Druid 8<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:</b><br/></td><td>V, S<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:</b><br/></td><td>1 standard action<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:</b><br/></td><td>60 ft.<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Area:</b><br/></td><td>60-ft. line from you<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:</b><br/></td><td>1 round/level (D)<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:</b><br/></td><td>None<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:</b><br/></td><td>No<br/></td></tr></table><p>Like <i>repel wood</i>,  this spell creates waves of invisible and intangible energy that roll forth from you. All metal or stone objects in the path of the spell are pushed away from you to the limit of the range. Fixed metal or stone objects larger than 3 inches in diameter and loose objects weighing more than 500 pounds are not affected. Anything else, including animated objects, small boulders, and creatures in metal armor, moves back. Fixed objects 3 inches in diameter or smaller bend or break, and the pieces move with the wave of energy. Objects affected by the spell are repelled at the rate of 40 feet per round.</p><p>Objects such as metal armor, swords, and the like are pushed back, dragging their bearers with them. Even magic items with metal components are repelled, although an <i>antimagic field</i> blocks the effects.</p><p>The waves of energy continue to sweep down the set path for the spell's duration. After you cast the spell, the path is set, and you can then do other things or go elsewhere without affecting the spell's power.</p><p/>
</div>
    


name: Repel Vermin
altname: repel vermin
school: Abjuration
subschool: None
descriptor: None
spellcraft_dc: None
level: Bard 4, Cleric 4, Druid 4, Ranger 3
components: V, S, DF
casting_time: 1 standard action
range: 10 ft.
target: None
area: 10-ft. -radius emanation centered on you
effect: None
duration: 10 min./level (D)
saving_throw: None or Will negates; see text
spell_resistance: Yes
short_description: Insects, spiders, and other vermin stay 10 ft. away.
to_develop: None
material_components: None
arcane_material_components: None
focus: None
xp_cost: None
arcane_focus: None
wizard_focus: None
verbal_components: None
sorcerer_focus: None
bard_focus: None
cleric_focus: None
druid_focus: None
reference: SRD 3.5 SpellsP-R
description:
      <p>An invisible barrier holds back vermin. A vermin with Hit Dice of less than one-third your level cannot penetrate the barrier.</p>
      <p>A vermin with Hit Dice of one-third your level or more can penetrate the barrier if it succeeds on a Will save. Even so, crossing the barrier deals the vermin 2d6 points of damage, and pressing against the barrier causes pain, which deters most vermin.</p>
      <p/>
    

full_text:
      <div topic='Repel Vermin' level='5'><p><h5>Repel Vermin</h5></p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'><tr maxcol='3' curcol='3'><td width='25%'/><td>Abjuration<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:</b><br/></td><td>Bard 4, Cleric 4, Druid 4, Ranger 3<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:</b><br/></td><td>V, S, DF<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:</b><br/></td><td>1 standard action<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:</b><br/></td><td>10 ft.<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Area:</b><br/></td><td>10-ft. -radius emanation centered on you<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:</b><br/></td><td>10 min./level (D)<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:</b><br/></td><td>None or Will negates; see text<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:</b><br/></td><td>Yes<br/></td></tr></table><p>An invisible barrier holds back vermin. A vermin with Hit Dice of less than one-third your level cannot penetrate the barrier.</p><p>A vermin with Hit Dice of one-third your level or more can penetrate the barrier if it succeeds on a Will save. Even so, crossing the barrier deals the vermin 2d6 points of damage, and pressing against the barrier causes pain, which deters most vermin.</p><p/>
</div>
    


name: Repel Wood
altname: repel wood
school: Transmutation
subschool: None
descriptor: None
spellcraft_dc: None
level: Druid 6, Plant 6
components: V, S
casting_time: 1 standard action
range: 60 ft.
target: None
area: 60-ft. line-shaped emanation from you
effect: None
duration: 1 min./level (D)
saving_throw: None
spell_resistance: No
short_description: Pushes away wooden objects.
to_develop: None
material_components: None
arcane_material_components: None
focus: None
xp_cost: None
arcane_focus: None
wizard_focus: None
verbal_components: None
sorcerer_focus: None
bard_focus: None
cleric_focus: None
druid_focus: None
reference: SRD 3.5 SpellsP-R
description:
      <p>Waves of energy roll forth from you, moving in the direction that you determine, causing all wooden objects in the path of the spell to be pushed away from you to the limit of the range. Wooden objects larger than 3 inches in diameter that are fixed firmly are not affected, but loose objects are. Objects 3 inches in diameter or smaller that are fixed in place splinter and break, and the pieces move with the wave of energy. Objects affected by the spell are repelled at the rate of 40 feet per round.</p>
      <p>Objects such as wooden shields, spears, wooden weapon shafts and hafts, and arrows and bolts are pushed back, dragging those carrying them along. (A creature being dragged by an item it is carrying can let go. A creature being dragged by a shield can loose it as a move action and drop it as a free action.) If a spear is planted (set) to prevent this forced movement, it splinters. Even magic items with wooden sections are repelled, although an <i>antimagic field</i> blocks the effects.</p>
      <p>The waves of energy continue to sweep down the set path for the spell's duration. After you cast the spell, the path is set, and you can then do other things or go elsewhere without affecting the spell's power.</p>
      <p/>
    

full_text:
      <div topic='Repel Wood' level='5'><p><h5>Repel Wood</h5></p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'><tr maxcol='3' curcol='3'><td width='25%'/><td>Transmutation<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:</b><br/></td><td>Druid 6, Plant 6<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:</b><br/></td><td>V, S<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:</b><br/></td><td>1 standard action<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:</b><br/></td><td>60 ft.<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Area:</b><br/></td><td>60-ft. line-shaped emanation from you<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:</b><br/></td><td>1 min./level (D)<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:</b><br/></td><td>None<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:</b><br/></td><td>No<br/></td></tr></table><p>Waves of energy roll forth from you, moving in the direction that you determine, causing all wooden objects in the path of the spell to be pushed away from you to the limit of the range. Wooden objects larger than 3 inches in diameter that are fixed firmly are not affected, but loose objects are. Objects 3 inches in diameter or smaller that are fixed in place splinter and break, and the pieces move with the wave of energy. Objects affected by the spell are repelled at the rate of 40 feet per round.</p><p>Objects such as wooden shields, spears, wooden weapon shafts and hafts, and arrows and bolts are pushed back, dragging those carrying them along. (A creature being dragged by an item it is carrying can let go. A creature being dragged by a shield can loose it as a move action and drop it as a free action.) If a spear is planted (set) to prevent this forced movement, it splinters. Even magic items with wooden sections are repelled, although an <i>antimagic field</i> blocks the effects.</p><p>The waves of energy continue to sweep down the set path for the spell's duration. After you cast the spell, the path is set, and you can then do other things or go elsewhere without affecting the spell's power.</p><p/>
</div>
    


name: Repulsion
altname: repulsion
school: Abjuration
subschool: None
descriptor: None
spellcraft_dc: None
level: Cleric 7, Protection 7, Sorcerer/Wizard 6
components: V, S, F/DF
casting_time: 1 standard action
range: Up to 10 ft./level
target: None
area: Up to 10-ft. -radius/level emanation centered on you
effect: None
duration: 1 round/level (D)
saving_throw: Will negates
spell_resistance: Yes
short_description: Creatures can't approach you.
to_develop: None
material_components: None
arcane_material_components: None
focus: None
xp_cost: None
wizard_focus: None
verbal_components: None
sorcerer_focus: None
bard_focus: None
cleric_focus: None
druid_focus: None
reference: SRD 3.5 SpellsP-R
description:
      <p>An invisible, mobile field surrounds you and prevents creatures from approaching you. You decide how big the field is at the time of casting (to the limit your level allows). Any creature within or entering the field must attempt a save. If it fails, it becomes unable to move toward you for the duration of the spell. Repelled creatures' actions are not otherwise restricted.</p>
      <p>They can fight other creatures and can cast spells and attack you with ranged weapons. If you move closer to an affected creature, nothing happens. (The creature is not forced back.) The creature is free to make melee attacks against you if you come within reach. If a repelled creature moves away from you and then tries to turn back toward you, it cannot move any closer if it is still within the spell's area.</p>
      <p/>
    

arcane_focus:
A pair of small iron bars attached to two small canine statuettes, one black and one white, the whole array worth 50 gp.

full_text:
      <div topic='Repulsion' level='5'><p><h5>Repulsion</h5></p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'><tr maxcol='3' curcol='3'><td width='25%'/><td>Abjuration<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:</b><br/></td><td>Cleric 7, Protection 7, Sorcerer/Wizard 6<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:</b><br/></td><td>V, S, F/DF<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:</b><br/></td><td>1 standard action<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:</b><br/></td><td>Up to 10 ft./level<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Area:</b><br/></td><td>Up to 10-ft. -radius/level emanation centered on you<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:</b><br/></td><td>1 round/level (D)<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:</b><br/></td><td>Will negates<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:</b><br/></td><td>Yes<br/></td></tr></table><p>An invisible, mobile field surrounds you and prevents creatures from approaching you. You decide how big the field is at the time of casting (to the limit your level allows). Any creature within or entering the field must attempt a save. If it fails, it becomes unable to move toward you for the duration of the spell. Repelled creatures' actions are not otherwise restricted.</p><p>They can fight other creatures and can cast spells and attack you with ranged weapons. If you move closer to an affected creature, nothing happens. (The creature is not forced back.) The creature is free to make melee attacks against you if you come within reach. If a repelled creature moves away from you and then tries to turn back toward you, it cannot move any closer if it is still within the spell's area.</p><p><i>Arcane Focus:</i> A pair of small iron bars attached to two small canine statuettes, one black and one white, the whole array worth 50 gp.</p><p/>
</div>
    


name: Resilient Sphere
altname: resilient sphere
school: Evocation
subschool: None
descriptor: Force
spellcraft_dc: None
level: Sorcerer/Wizard 4
components: V, S, M
casting_time: 1 standard action
range: Close (25 ft. + 5 ft./2 levels)
target: None
area: None
effect: 1-ft. -diameter/level sphere, centered around a creature
duration: 1 min./level (D)
saving_throw: Reflex negates
spell_resistance: Yes
short_description: Force globe protects but traps one subject.
to_develop: None
material_components: A hemispherical piece of clear crystal and a matching hemispherical piece of gum arabic.
arcane_material_components: None
focus: None
xp_cost: None
arcane_focus: None
wizard_focus: None
verbal_components: None
sorcerer_focus: None
bard_focus: None
cleric_focus: None
druid_focus: None
reference: SRD 3.5 SpellsP-R
description:
      <p>A globe of shimmering force encloses a creature, provided the creature is small enough to fit within the diameter of the sphere. The sphere contains its subject for the spell's duration. The sphere is not subject to damage of any sort except from a <i>rod of cancellation</i>, a rod <i>of negation</i>, a <i>disintegrate</i> spell, or a targeted <i>dispel magic</i> spell. These effects destroy the sphere without harm to the subject. Nothing can pass through the sphere, inside or out, though the subject can breathe normally.</p>
      <p>The subject may struggle, but the sphere cannot be physically moved either by people outside it or by the struggles of those within.</p>
      <p/>
    

full_text:
      <div topic='Resilient Sphere' level='5'><p><h5>Resilient Sphere</h5></p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'><tr maxcol='3' curcol='3'><td width='25%'/><td>Evocation [Force]<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:</b><br/></td><td>Sorcerer/Wizard 4<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:</b><br/></td><td>V, S, M<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:</b><br/></td><td>1 standard action<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:</b><br/></td><td>Close (25 ft. + 5 ft./2 levels)<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Effect:</b><br/></td><td>1-ft. -diameter/level sphere, centered around a creature<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:</b><br/></td><td>1 min./level (D)<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:</b><br/></td><td>Reflex negates<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:</b><br/></td><td>Yes<br/></td></tr></table><p>A globe of shimmering force encloses a creature, provided the creature is small enough to fit within the diameter of the sphere. The sphere contains its subject for the spell's duration. The sphere is not subject to damage of any sort except from a <i>rod of cancellation</i>, a rod <i>of negation</i>, a <i>disintegrate</i> spell, or a targeted <i>dispel magic</i> spell. These effects destroy the sphere without harm to the subject. Nothing can pass through the sphere, inside or out, though the subject can breathe normally.</p><p>The subject may struggle, but the sphere cannot be physically moved either by people outside it or by the struggles of those within.</p><p><i>Material Component:</i> A hemispherical piece of clear crystal and a matching hemispherical piece of gum arabic.</p><p/>
</div>
    


name: Resistance
altname: resistance
school: Abjuration
subschool: None
descriptor: None
spellcraft_dc: None
level: Bard 0, Cleric 0, Druid 0, Paladin 1, Sorcerer/Wizard 0
components: V, S, M/DF
casting_time: 1 standard action
range: Touch
target: Creature touched
area: None
effect: None
duration: 1 minute
saving_throw: Will negates (harmless)
spell_resistance: Yes (harmless)
short_description: Subject gains +1 on saving throws.
to_develop: None
material_components: None
arcane_material_components: A miniature cloak.
focus: None
xp_cost: None
arcane_focus: None
wizard_focus: None
verbal_components: None
sorcerer_focus: None
bard_focus: None
cleric_focus: None
druid_focus: None
reference: SRD 3.5 SpellsP-R
description:
      <p>You imbue the subject with magical energy that protects it from harm, granting it a +1 resistance bonus on saves.</p>
      <p><i>Resistance</i> can be made permanent with a <i>permanency</i> spell.</p>
      <p/>
    

full_text:
      <div topic='Resistance' level='5'><p><h5>Resistance</h5></p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'><tr maxcol='3' curcol='3'><td width='25%'/><td>Abjuration<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:</b><br/></td><td>Bard 0, Cleric 0, Druid 0, Paladin 1, Sorcerer/Wizard 0<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:</b><br/></td><td>V, S, M/DF<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:</b><br/></td><td>1 standard action<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:</b><br/></td><td>Touch<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Target:</b><br/></td><td>Creature touched<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:</b><br/></td><td>1 minute<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:</b><br/></td><td>Will negates (harmless)<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:</b><br/></td><td>Yes (harmless)<br/></td></tr></table><p>You imbue the subject with magical energy that protects it from harm, granting it a +1 resistance bonus on saves.</p><p><i>Resistance</i> can be made permanent with a <i>permanency</i> spell.</p><p><i>Arcane Material Component:</i> A miniature cloak.</p><p/>
</div>
    


name: Resist Energy
altname: resist energy
school: Abjuration
subschool: None
descriptor: None
spellcraft_dc: None
level: Cleric 2, Druid 2, Fire 3, Paladin 2, Ranger 1, Sorcerer/Wizard 2
components: V, S, DF
casting_time: 1 standard action
range: Touch
target: Creature touched
area: None
effect: None
duration: 10 min./level
saving_throw: Fortitude negates (harmless)
spell_resistance: Yes (harmless)
short_description: Ignores first 10 (or more) points of damage/attack from specified energy type.
to_develop: None
material_components: None
arcane_material_components: None
focus: None
xp_cost: None
arcane_focus: None
wizard_focus: None
verbal_components: None
sorcerer_focus: None
bard_focus: None
cleric_focus: None
druid_focus: None
reference: SRD 3.5 SpellsP-R
description:
      <p>This abjuration grants a creature limited protection from damage of whichever one of five energy types you select: acid, cold, electricity, fire, or sonic. The subject gains energy resistance 10 against the energy type chosen, meaning that each time the creature is subjected to such damage (whether from a natural or magical source), that damage is reduced by 10 points before being applied to the creature's hit points. The value of the energy resistance granted increases to 20 points at 7th level and to a maximum of 30 points at 11th level. The spell protects the recipient's equipment as well.</p>
      <p><i>Resist energy</i> absorbs only damage. The subject could still suffer unfortunate side effects.</p>
      <p><i>Note: Resist energy</i> overlaps (and does not stack with) <i>protection from energy</i>. If a character is warded by <i>protection from energy</i> and <i>resist energy</i>,  the <i>protection</i> spell absorbs damage until its power is exhausted.</p>
      <p/>
    

full_text:
      <div topic='Resist Energy' level='5'><p><h5>Resist Energy</h5></p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'><tr maxcol='3' curcol='3'><td width='25%'/><td>Abjuration<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:</b><br/></td><td>Cleric 2, Druid 2, Fire 3, Paladin 2, Ranger 1, Sorcerer/Wizard 2<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:</b><br/></td><td>V, S, DF<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:</b><br/></td><td>1 standard action<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:</b><br/></td><td>Touch<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Target:</b><br/></td><td>Creature touched<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:</b><br/></td><td>10 min./level<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:</b><br/></td><td>Fortitude negates (harmless)<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:</b><br/></td><td>Yes (harmless)<br/></td></tr></table><p>This abjuration grants a creature limited protection from damage of whichever one of five energy types you select: acid, cold, electricity, fire, or sonic. The subject gains energy resistance 10 against the energy type chosen, meaning that each time the creature is subjected to such damage (whether from a natural or magical source), that damage is reduced by 10 points before being applied to the creature's hit points. The value of the energy resistance granted increases to 20 points at 7th level and to a maximum of 30 points at 11th level. The spell protects the recipient's equipment as well.</p><p><i>Resist energy</i> absorbs only damage. The subject could still suffer unfortunate side effects.</p><p><i>Note: Resist energy</i> overlaps (and does not stack with) <i>protection from energy</i>. If a character is warded by <i>protection from energy</i> and <i>resist energy</i>,  the <i>protection</i> spell absorbs damage until its power is exhausted.</p><p/>
</div>
    


name: Restoration
altname: restoration
school: Conjuration
subschool: Healing
descriptor: None
spellcraft_dc: None
level: Cleric 4, Paladin 4
components: V, S, M
casting_time: 3 rounds
range: Touch
target: Creature touched
area: None
effect: None
duration: Instantaneous
saving_throw: Will negates (harmless)
spell_resistance: Yes (harmless)
short_description: Restores level and ability score drains.
to_develop: None
material_components: Diamond dust worth 100 gp that is sprinkled over the target.
arcane_material_components: None
focus: None
xp_cost: None
arcane_focus: None
wizard_focus: None
verbal_components: None
sorcerer_focus: None
bard_focus: None
cleric_focus: None
druid_focus: None
reference: SRD 3.5 SpellsP-R
description:
      <p>This spell functions like <i>lesser restoration</i>,  except that it also dispels negative levels and restores one experience level to a creature who has had a level drained. The drained level is restored only if the time since the creature lost the level is equal to or less than one day per caster level. A character who has a level restored by r<i>estoration has</i> exactly the minimum number of experience points necessary to restore him or her to his or her previous level.</p>
      <p><i>Restoration</i> cures all temporary ability damage, and it restores all points permanently drained from a single ability score (your choice if more than one is drained). It also eliminates any fatigue or exhaustion suffered by the target.</p>
      <p><i>Restoration</i> does not restore levels or Constitution points lost due to death.</p>
      <p/>
    

full_text:
      <div topic='Restoration' level='5'><p><h5>Restoration</h5></p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'><tr maxcol='3' curcol='3'><td width='25%'/><td>Conjuration (Healing)<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:</b><br/></td><td>Cleric 4, Paladin 4<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:</b><br/></td><td>V, S, M<br/></td></tr></table><p>This spell functions like <i>lesser restoration</i>,  except that it also dispels negative levels and restores one experience level to a creature who has had a level drained. The drained level is restored only if the time since the creature lost the level is equal to or less than one day per caster level. A character who has a level restored by r<i>estoration has</i> exactly the minimum number of experience points necessary to restore him or her to his or her previous level.</p><p><i>Restoration</i> cures all temporary ability damage, and it restores all points permanently drained from a single ability score (your choice if more than one is drained). It also eliminates any fatigue or exhaustion suffered by the target.</p><p><i>Restoration</i> does not restore levels or Constitution points lost due to death.</p><p><i>Material Component:</i> Diamond dust worth 100 gp that is sprinkled over the target.</p><p/>
</div>
    


name: Restoration, Greater
altname: greater restoration
school: Conjuration
subschool: Healing
descriptor: None
spellcraft_dc: None
level: Cleric 7
components: V, S, XP
casting_time: 10 minutes
range: Touch
target: Creature touched
area: None
effect: None
duration: Instantaneous
saving_throw: Will negates (harmless)
spell_resistance: Yes (harmless)
short_description: As restoration, plus restores all levels and ability scores.
to_develop: None
material_components: None
arcane_material_components: None
focus: None
xp_cost: 500 XP.
arcane_focus: None
wizard_focus: None
verbal_components: None
sorcerer_focus: None
bard_focus: None
cleric_focus: None
druid_focus: None
reference: SRD 3.5 SpellsP-R
description:
      <p>This spell functions like <i>lesser restoration</i>,  except that it dispels all negative levels afflicting the healed creature. This effect also reverses level drains by a force or creature, restoring the creature to the highest level it had previously attained. The drained levels are restored only if the time since the creature lost the level is no more than one week per caster level.</p>
      <p><i>Greater restoration</i> also dispels all magical effects penalizing the creature's abilities, cures all temporary ability damage, and restores all points permanently drained from all ability scores. It also eliminates fatigue and exhaustion, and removes all forms of insanity, <i>confusion</i>,  and similar mental effects. <i>Greater restoration</i> does not restore levels or Constitution points lost due to death.</p>
      <p/>
    

full_text:
      <div topic='Restoration, Greater' level='5'><p><h5>Restoration, Greater</h5></p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'><tr maxcol='3' curcol='3'><td width='25%'/><td>Conjuration (Healing)<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:</b><br/></td><td>Cleric 7<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:</b><br/></td><td>V, S, XP<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:</b><br/></td><td>10 minutes<br/></td></tr></table><p>This spell functions like <i>lesser restoration</i>,  except that it dispels all negative levels afflicting the healed creature. This effect also reverses level drains by a force or creature, restoring the creature to the highest level it had previously attained. The drained levels are restored only if the time since the creature lost the level is no more than one week per caster level.</p><p><i>Greater restoration</i> also dispels all magical effects penalizing the creature's abilities, cures all temporary ability damage, and restores all points permanently drained from all ability scores. It also eliminates fatigue and exhaustion, and removes all forms of insanity, <i>confusion</i>,  and similar mental effects. <i>Greater restoration</i> does not restore levels or Constitution points lost due to death.</p><p><i>XP Cost:</i> 500 XP.</p><p/>
</div>
    


name: Restoration, Lesser
altname: lesser restoration
school: Conjuration
subschool: Healing
descriptor: None
spellcraft_dc: None
level: Cleric 2, Druid 2, Paladin 1
components: V, S
casting_time: 3 rounds
range: Touch
target: Creature touched
area: None
effect: None
duration: Instantaneous
saving_throw: Will negates (harmless)
spell_resistance: Yes (harmless)
short_description: Dispels magical ability penalty or repairs 1d4 ability damage.
to_develop: None
material_components: None
arcane_material_components: None
focus: None
xp_cost: None
arcane_focus: None
wizard_focus: None
verbal_components: None
sorcerer_focus: None
bard_focus: None
cleric_focus: None
druid_focus: None
reference: SRD 3.5 SpellsP-R
description:
      <p><i>Lesser restoration</i> dispels any magical effects reducing one of the subject's ability scores or cures 1d4 points of temporary ability damage to one of the subject's ability scores. It also eliminates any fatigue suffered by the character, and improves an exhausted condition to fatigued. It does not restore permanent ability drain.</p>
      <p/>
    

full_text:
      <div topic='Restoration, Lesser' level='5'><p><h5>Restoration, Lesser</h5></p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'><tr maxcol='3' curcol='3'><td width='25%'/><td>Conjuration (Healing)<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:</b><br/></td><td>Cleric 2, Druid 2, Paladin 1<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:</b><br/></td><td>V, S<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:</b><br/></td><td>3 rounds<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:</b><br/></td><td>Touch<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Target:</b><br/></td><td>Creature touched<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:</b><br/></td><td>Instantaneous<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:</b><br/></td><td>Will negates (harmless)<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:</b><br/></td><td>Yes (harmless)<br/></td></tr></table><p><i>Lesser restoration</i> dispels any magical effects reducing one of the subject's ability scores or cures 1d4 points of temporary ability damage to one of the subject's ability scores. It also eliminates any fatigue suffered by the character, and improves an exhausted condition to fatigued. It does not restore permanent ability drain.</p><p/>
</div>
    


name: Resurrection
altname: resurrection
school: Conjuration
subschool: Healing
descriptor: None
spellcraft_dc: None
level: Cleric 7
components: V, S, M, DF
casting_time: 10 minutes
range: Touch
target: Dead creature touched
area: None
effect: None
duration: Instantaneous
saving_throw: None; see text
spell_resistance: Yes (harmless)
short_description: Fully restore dead subject.
to_develop: None
material_components: A sprinkle of holy water and diamonds worth a total of at least 10,000 gp.
arcane_material_components: None
focus: None
xp_cost: None
arcane_focus: None
wizard_focus: None
verbal_components: None
sorcerer_focus: None
bard_focus: None
cleric_focus: None
druid_focus: None
reference: SRD 3.5 SpellsP-R
description:
      <p>This spell functions like <i>raise dead</i>,  except that you are able to restore life and complete strength to any deceased creature.</p>
      <p>The condition of the remains is not a factor. So long as some small portion of the creature's body still exists, it can be resurrected, but the portion receiving the spell must have been part of the creature's body at the time of death. (The remains of a creature hit by a <i>disintegrate</i> spell count as a small portion of its body.) The creature can have been dead no longer than 10 years per caster level.</p>
      <p>Upon completion of the spell, the creature is immediately restored to full hit points, vigor, and health, with no loss of prepared spells. However, the subject loses one level, or 2 points of Constitution if the subject was 1st level. (If this reduction would bring its Con to 0 or lower, it can't be resurrected). This level loss or Constitution loss cannot be repaired by any means.</p>
      <p>You can resurrect someone killed by a death effect or someone who has been turned into an undead creature and then destroyed. You cannot resurrect someone who has died of old age. Constructs, elementals, outsiders, and undead creatures can't be resurrected.</p>
      <p/>
    

full_text:
      <div topic='Resurrection' level='5'><p><h5>Resurrection</h5></p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'><tr maxcol='3' curcol='3'><td width='25%'/><td>Conjuration (Healing)<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:</b><br/></td><td>Cleric 7<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:</b><br/></td><td>10 minutes<br/></td></tr></table><p>This spell functions like <i>raise dead</i>,  except that you are able to restore life and complete strength to any deceased creature.</p><p>The condition of the remains is not a factor. So long as some small portion of the creature's body still exists, it can be resurrected, but the portion receiving the spell must have been part of the creature's body at the time of death. (The remains of a creature hit by a <i>disintegrate</i> spell count as a small portion of its body.) The creature can have been dead no longer than 10 years per caster level.</p><p>Upon completion of the spell, the creature is immediately restored to full hit points, vigor, and health, with no loss of prepared spells. However, the subject loses one level, or 2 points of Constitution if the subject was 1st level. (If this reduction would bring its Con to 0 or lower, it can't be resurrected). This level loss or Constitution loss cannot be repaired by any means.</p><p>You can resurrect someone killed by a death effect or someone who has been turned into an undead creature and then destroyed. You cannot resurrect someone who has died of old age. Constructs, elementals, outsiders, and undead creatures can't be resurrected.</p><p><i>Material Component:</i> A sprinkle of holy water and diamonds worth a total of at least 10,000 gp.</p><p/>
</div>
    


name: Reverse Gravity
altname: reverse gravity
school: Transmutation
subschool: None
descriptor: None
spellcraft_dc: None
level: Druid 8, Sorcerer/Wizard 7
components: V, S, M/DF
casting_time: 1 standard action
range: Medium (100 ft. + 10 ft./level)
target: None
area: Up to one 10-ft. cube per two levels (S)
effect: None
duration: 1 round/level (D)
saving_throw: None; see text
spell_resistance: No
short_description: Objects and creatures fall upward.
to_develop: None
material_components: None
arcane_material_components: A lodestone and iron filings.
focus: None
xp_cost: None
arcane_focus: None
wizard_focus: None
verbal_components: None
sorcerer_focus: None
bard_focus: None
cleric_focus: None
druid_focus: None
reference: SRD 3.5 SpellsP-R
description:
      <p>This spell reverses gravity in an area, causing all unattached objects and creatures within that area to fall upward and reach the top of the area in 1 round. If some solid object (such as a ceiling) is encountered in this fall, falling objects and creatures strike it in the same manner as they would during a normal downward fall. If an object or creature reaches the top of the area without striking anything, it remains there, oscillating slightly, until the spell ends. At the end of the spell duration, affected objects and creatures fall downward.</p>
      <p>Provided it has something to hold onto, a creature caught in the area can attempt a Reflex save to secure itself when the spell strikes. Creatures who can fly or levitate can keep themselves from falling.</p>
      <p/>
    

full_text:
      <div topic='Reverse Gravity' level='5'><p><h5>Reverse Gravity</h5></p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'><tr maxcol='3' curcol='3'><td width='25%'/><td>Transmutation<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:</b><br/></td><td>Druid 8, Sorcerer/Wizard 7<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:</b><br/></td><td>V, S, M/DF<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:</b><br/></td><td>1 standard action<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:</b><br/></td><td>Medium (100 ft. + 10 ft./level)<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Area:</b><br/></td><td>Up to one 10-ft. cube per two levels (S)<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:</b><br/></td><td>1 round/level (D)<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:</b><br/></td><td>None; see text<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:</b><br/></td><td>No<br/></td></tr></table><p>This spell reverses gravity in an area, causing all unattached objects and creatures within that area to fall upward and reach the top of the area in 1 round. If some solid object (such as a ceiling) is encountered in this fall, falling objects and creatures strike it in the same manner as they would during a normal downward fall. If an object or creature reaches the top of the area without striking anything, it remains there, oscillating slightly, until the spell ends. At the end of the spell duration, affected objects and creatures fall downward.</p><p>Provided it has something to hold onto, a creature caught in the area can attempt a Reflex save to secure itself when the spell strikes. Creatures who can fly or levitate can keep themselves from falling.</p><p><i>Arcane Material Component:</i> A lodestone and iron filings.</p><p/>
</div>
    


name: Righteous Might
altname: righteous might
school: Transmutation
subschool: None
descriptor: None
spellcraft_dc: None
level: Cleric 5, Strength 5
components: V, S, DF
casting_time: 1 standard action
range: Personal
target: You
area: None
effect: None
duration: 1 round/level (D)
saving_throw: None
spell_resistance: None
short_description: Your size increases, and you gain combat bonuses.
to_develop: None
material_components: None
arcane_material_components: None
focus: None
xp_cost: None
arcane_focus: None
wizard_focus: None
verbal_components: None
sorcerer_focus: None
bard_focus: None
cleric_focus: None
druid_focus: None
reference: SRD 3.5 SpellsP-R
description:
      <p>Your height immediately doubles, and your weight increases by a factor of eight. This increase changes your size category to the next larger one, and you gain a +8 size bonus to Strength and a +4 size bonus to Constitution. You gain a +4 enhancement bonus to your natural armor. You gain damage reduction 5/evil (if you normally channel positive energy) or damage reduction 5/good (if you normally channel negative energy). At 12th level this damage reduction becomes 10/evil or 10/good, and at 15th level it becomes 15/evil or 15/good (the maximum). Your size modifier for AC and attacks changes as appropriate to your new size category. This spell doesn't change your speed.  Determine space and reach as appropriate to your new size.</p>
      <p>If insufficient room is available for the desired growth, you attain the maximum possible size and may make a Strength check (using your increased Strength) to burst any enclosures in the process. If you fail, you are constrained without harm by the materials enclosing you- the spell cannot crush you by increasing your size.</p>
      <p>All equipment you wear or carry is similarly enlarged by the spell. Melee and projectile weapons deal more damage. Other magical properties are not affected by this spell. Any enlarged item that leaves your possession (including a projectile or thrown weapon) instantly returns to its normal size. This means that thrown weapons deal their normal damage (projectiles deal damage based on the size of the weapon that fired them).</p>
      <p>Multiple magical effects that increase size do not stack.</p>
      <p/>
    

full_text:
      <div topic='Righteous Might' level='5'><p><h5>Righteous Might</h5></p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'><tr maxcol='3' curcol='3'><td width='25%'/><td>Transmutation<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:</b><br/></td><td>Cleric 5, Strength 5<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:</b><br/></td><td>V, S, DF<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:</b><br/></td><td>1 standard action<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:</b><br/></td><td>Personal<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Target:</b><br/></td><td>You<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:</b><br/></td><td>1 round/level (D)<br/></td></tr></table><p>Your height immediately doubles, and your weight increases by a factor of eight. This increase changes your size category to the next larger one, and you gain a +8 size bonus to Strength and a +4 size bonus to Constitution. You gain a +4 enhancement bonus to your natural armor. You gain damage reduction 5/evil (if you normally channel positive energy) or damage reduction 5/good (if you normally channel negative energy). At 12th level this damage reduction becomes 10/evil or 10/good, and at 15th level it becomes 15/evil or 15/good (the maximum). Your size modifier for AC and attacks changes as appropriate to your new size category. This spell doesn't change your speed.  Determine space and reach as appropriate to your new size.</p><p>If insufficient room is available for the desired growth, you attain the maximum possible size and may make a Strength check (using your increased Strength) to burst any enclosures in the process. If you fail, you are constrained without harm by the materials enclosing you- the spell cannot crush you by increasing your size.</p><p>All equipment you wear or carry is similarly enlarged by the spell. Melee and projectile weapons deal more damage. Other magical properties are not affected by this spell. Any enlarged item that leaves your possession (including a projectile or thrown weapon) instantly returns to its normal size. This means that thrown weapons deal their normal damage (projectiles deal damage based on the size of the weapon that fired them).</p><p>Multiple magical effects that increase size do not stack.</p><p/>
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